Comments (36)
Amazing Project @CedricGuillemet I have just started playing with building in a ubuntu:18.04 docker container. Which version of Ubuntu did you use to compile against?
I would be happy to follow through with build bot if you can share some build specifics with me.
(note: I am not the greatest C++ person)
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Yes, I broke the linux build with emscripten. Fixing it now.
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@nafergo any plans for compile from sources first, the rest later.
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It crashes because it doesn't find the font file. In your terminal run the app from the bin directory
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Thank You, it works!
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yes please that would be great to have a guid for linux or even compiled binaries!
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I still have hope to find a contributor for the Mac/Linux port :)
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Hi
Thank you for putting some time in the project :)
I tried with a Centos 7 virtual machine (a long time ago).
Most of the effort I put was in the cmake file. It needs a couple packages: libSDL-dev, opengl,...
Since that test I may have added some non cross platform. Let me know if that happens, I'll fix that quickly.
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So I am back.
I have setup a build pipeline using azure pipeline. This is pretty fast and free for open source applications. It also supports Windows, OSX and Linux which is nice, cos no one really support OSX.
https://dev.azure.com/highway900/Imogen/_build/results?buildId=4
That is the build result with a fairly vanilla cut of master. The only change is setting the C++ standard to 17. This fixed numerous build errors like using auto.
The current errors can be fixed by including math.h
but I assume that this is done some other way with VS? This is pretty interesting to me, cpp build systems are not my strong suite.
I can invite you to the azure project, or you could start one for the project. I just thought it might be an easy way to run the builds and create some release/build artifacts for many platforms automatically.
Cheers.
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That looks nice! Is there a way to not create a repo on azure but use github instead?
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The azure build system just points at my github fork of Imogen :) So there is no azure repository that I know of. I did allow access to azure to my fork.
You can also manage the configuration yml file from inside the github repo.
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As far as I can tell the version of pyconfig.h
is generated by python configure system (or copied from PC/pyconfig.h
) in the cpython source. The version included in imogen is for VS c++ or wacom compiler specifically. The file is ignored in the cpython source
I will try to compile with the linux python3.7-dev package instead.
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Compiling with an installed version of python3.7 and package lookup in CMakeLists fixed the python dependency.
Now the compiler semantics are appearing. I get a different set of errors for GCC and Clang. I will focus on Clang at the moment in the hope that translates to OSX easier. Changing the C++ standard (11, 14, 17) also generates a variety of different errors. I am currently using 14 as 17 causes errors with pybind, which fits VS the best?
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I don't know. I use vs2017 default settings. Focusing on Clang is a good idea.
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I just tried to build current "dev-0.14" branch and got this error:
/home/redneck/programs/Imogen/src/EvaluationContext.cpp:26:10: fatal error: SDL.h: No such file or directory
#include <SDL.h>
though i have such file (/usr/include/SDL/SDL.h
).
Arch Linux.
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Trying to compile dev-0.14 branch:
/home/redneck/programs/Imogen/src/Platform.h:101:2: error: #error unknown platform
#error unknown platform
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What's your compiler/OS? The platform.h sets the configuration and enables features based on the target. Currently, only Windows thru MSVC and emscripten are supported.
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@CedricGuillemet Arch Linux as before, GCC 8.3.0
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Hey! Are you looking for help with the Linux port?
I'm no developer but I could help with testing.
I'm a graphic designer and I'm really excited to see Imogen being a thing, as I want to make procedural PBR materials, but I don't want to become Adobe's servant for this.
I used to use MapZone2 back in the day, before Allegorhytmic rebranded it into Substance Dsigner (I guess) and was bought by Adobe - it was awesome. I'm trying to make materials with Blender, but it's really difficult - getting a tiling noise texture is an endeavour on it's own, ad blurring the maps is actually only possible with a dirty and cmoputationally exansive hack. Also creating any geometric shapes requires modelling, so it's not trival to make a simple Diamond plate material.
I'd be really excited to help you develop the Linux port of Imogen (the web build doens't seem to work well for me).
I'm running Ryzen 7 1700 / GTX 1060 6GB / 32GB RAM and Manjaro Linux.
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I've truied building the newest git code on Linux, as well as the latest release. No success so far.
Building the latest release I get this error:
/data/Applications/Imogen-0.13.0/ext/python37/include/pyconfig.h:59:10: fatal error: io.h: No such file or directory
#include <io.h>
^~~~~~
compilation terminated.
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Trying to compile dev-0.14 branch:
/home/redneck/programs/Imogen/src/Platform.h:101:2: error: #error unknown platform
#error unknown platform
I think I have the same issue:
#68
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Any plans for appimage releases?
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Now it compiles but crashes:
Imogen: /home/redneck/programs/Imogen/ext/imgui_draw.cpp:1623: ImFont* ImFontAtlas::AddFontFromFileTTF(const char*, float, const ImFontConfig*, const ImWchar*): Assertion `0' failed.
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Doesn't compile again
CMake Error at ext/bgfx/cmake/3rdparty/glsl-optimizer.cmake:55 (list):
list sub-command REMOVE_ITEM requires two or more arguments.
Call Stack (most recent call first):
ext/bgfx/cmake/tools/shaderc.cmake:14 (include)
ext/bgfx/cmake/tools.cmake:17 (include)
ext/bgfx/CMakeLists.txt:61 (include)
Arch Linux, Imogen dev-0.14 branch.
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Try updating the submodules.
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Try updating the submodules
Already tried with no success.
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Apparently, something is broken with bgfx, because I updated the submodules and now is failing for me also.
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The error I'm getting is because of this change in bgfx
bkaradzic/bgfx@855623e
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I'm not sure (I didn't read all the imogen code) but maybe will be healthier to use Vulkan directly, cause bgfx is doing api changes. You can use vukan on linux and windows and MolteVk or similar on macos.
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I can't reproduce the issue with cmakegui + msvc :(
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It happens if you update the submodules recursively cause they are making changes on bgfx, check
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Can be fixed just by replacing VertexDecl
with VertexLayout
.
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But then I started to get more bgfx errors, updating the submodules was a bad idea.
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I've pushed an update. let if know if it solves something
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I did git pull origin dev-0.14
and git submodule update
, still the same issue:
CMake Error at ext/bgfx/cmake/3rdparty/glsl-optimizer.cmake:55 (list):
list sub-command REMOVE_ITEM requires two or more arguments.
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Related Issues (20)
- 0.6.0 crashes immediately on start HOT 3
- Node header when graph is unzoomed goes outside node boundaries HOT 1
- Node lister HOT 1
- UI Goes blank when software loses focus HOT 2
- Selecting node bounding area is incorrect
- Creating node when zoomed and pan positions it in the wrong place HOT 1
- Creating connection between nodes, small improvement HOT 1
- Question about Imogen itself HOT 1
- Imogen web version HOT 2
- [Web Edition]Support links
- Support drag and drop for images HOT 1
- [web edition]Download generated images
- Replacement for libtcc HOT 7
- Can't build on Linux - unknown platform HOT 11
- iqnoise is pixelated HOT 1
- Building on linux HOT 6
- Better UI Idea & Web Issue HOT 3
- Web build doesn't build materials / show anything HOT 1
- C Node question HOT 8
- Is Imogen dead? HOT 3
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