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Road to Horde3D 1.0.0 FINAL http://horde3d.org/forums/viewtopic.php?f=8&t=2244 |
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Author: | Zuck [ 09.02.2014, 14:49 ] |
Post subject: | Road to Horde3D 1.0.0 FINAL |
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 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 |
Author: | jcm [ 10.02.2014, 14:48 ] |
Post subject: | Re: Road to Horde3D 1.0.0 FINAL |
Zuck wrote: 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. |
Author: | Zuck [ 10.02.2014, 16:37 ] |
Post subject: | Re: Road to Horde3D 1.0.0 FINAL |
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. |
Author: | jcm [ 11.02.2014, 15:17 ] |
Post subject: | Re: Road to Horde3D 1.0.0 FINAL |
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. |
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