Horde3D

Next-Generation Graphics Engine
It is currently 19.03.2024, 08:42

All times are UTC + 1 hour




Post new topic Reply to topic  [ 4 posts ] 
Author Message
PostPosted: 09.02.2014, 14:49 
Offline

Joined: 08.01.2008, 14:57
Posts: 66
Hi all,

I think it's time to prepare the first official and stable release of Horde3D, based on current codebase.

According to the community roadmap and the issue tracker, I think we should focus on the following aspects:

    * Resolve issue with GLFW and CMake (#13, #22, #27, #28, #30)
    * Resolve issue with resource loading endianness (#25).
    * Integrate a regression test suite for static code (I mean for code items, not visual ones).

After that, I think we can shoot the first stable release (also with binary packages).

What do you think?
Emanuele


Top
 Profile  
Reply with quote  
PostPosted: 10.02.2014, 14:48 
Offline

Joined: 28.12.2013, 22:53
Posts: 5
Zuck wrote:
* Resolve issue with GLFW and CMake (#13, #22, #27, #28, #30)

Hi Zuck,

Updating GLFW to version 3 seems like a good idea; I did update the samples to use GLFW because of issues with GLFW on MacOSX 10.9 Mavericks.
I discovered the pages of the issue tracker with your post. However looking through it, it's not clear where code for the GLFW3 update is. I saw the patches in item #13 of the issue tracker, but not git repository associated with it (no Horde3D repository on the tyoc213 account). Is in on a private repository or has it been deleted?
My changes for GLFW3 in the samples are not done properly, I haven't pushed them.
I'm interested to test the "official" GLFW 3 patch. Please let me know if the are located in some git repository, or if I have to work with the raw patch.


Top
 Profile  
Reply with quote  
PostPosted: 10.02.2014, 16:37 
Offline

Joined: 08.01.2008, 14:57
Posts: 66
Check it out here:

https://github.com/zuck/Horde3D/tree/gl ... al-project

I'm working to solve the issue as soon as possible, handling all the related aspects pointed in the quoted issues.

At the moment I solved the issue on Linux, but I need help on Windows and, most of all, on Mac.


Top
 Profile  
Reply with quote  
PostPosted: 11.02.2014, 15:17 
Offline

Joined: 28.12.2013, 22:53
Posts: 5
Zuck wrote:
At the moment I solved the issue on Linux, but I need help on Windows and, most of all, on Mac.

It runs on MacOSX 10.9 (Mavericks), Xcode 5 with following patch: https://github.com/zuck/Horde3D/pull/1

This also fixes the fullscreen mode, which was previously broken with GLFW2.

I used an external glfw3 library. The fallback mechanism to use the builtin glfw did not work. I see the "External GLFW project done" message.

Update: I did not understand the "ExternalProject_Add" mechanism. I see now that glfw has been build, however the sample applications are not included in the makefile or Xcode project.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group