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Basic 3d renderer following some books I'm reading.
Imgui uses a lot of pointers for its internal use and as such, tends to "own" various variables. We could avoid this by simply passing it the pointer to our variable say, but then again I really don't want to deal with pointers math (for aesthetic and technical reasons)
Currently, we deal with this by having to write more code.
There are various places where cyclic dependency could occur. Many includes should be cleaned up as well.
I only have a shitty Dell laptop. Someone with a better computer (preferably one with a dedicated GPU) to benchmark and make sure its just my shitty laptop that's shit but not the code.
I think the next biggest thing is to render per mesh so we can filter out unseen meshes.
Followed the steps as described in the README and the PDF but came across an error when trying to cmake ..
I did do git clone --recursive [email protected]:hbina/akarin_engine.git
Error
cglotr@cglotr-ThinkPad-T480:~/workspace/akarin_engine/build$ cmake ..
-- The C compiler identification is GNU 7.4.0
-- The CXX compiler identification is GNU 7.4.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Looking for pthread.h
-- Looking for pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - not found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE
-- Using X11 for window creation
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so
CMake Error at thirdparty/glfw/CMakeLists.txt:210 (message):
The RandR headers were not found
-- Configuring incomplete, errors occurred!
See also "/home/cglotr/workspace/akarin_engine/build/CMakeFiles/CMakeOutput.log".
See also "/home/cglotr/workspace/akarin_engine/build/CMakeFiles/CMakeError.log".
GCC version
cglotr@cglotr-ThinkPad-T480:~/workspace/akarin_engine/build$ gcc --version
gcc (Ubuntu 7.4.0-1ubuntu1~18.04.1) 7.4.0
Copyright (C) 2017 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
cmake version
cglotr@cglotr-ThinkPad-T480:~/workspace/akarin_engine/build$ cmake --version
cmake version 3.10.2
CMake suite maintained and supported by Kitware (kitware.com/cmake).
Its weirdly dizzying.
There have been several cases where the program behaves differently in Windows and Linux. It is entirely possible, perhaps likely, that we have been doing OpenGL wrong and are entering undefined behavior. Namely, we are probably doing shaders wrong.
An option is to use ANGLE.
This problem will be solved with the introduction of dynamic runtime shader loading in the program, but just as a note I will post the problem here.
Loading textures into GLSL requires 2 things
ShaderUtilities::setInt(model_shader, "depth_map", 4);
glBindTexture(GL_TEXTURE_CUBE_MAP, depth_cube_map);
Notice how we must store the information somehow.
Complaints:
The book DoD talks a lot about entities merging together into a swarm to reduce computational complexity of low resolution objects.
Here's an idea : the way we compose many entities into one is by making them compose-able in the first place!
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