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maratis's Issues

Blender Export (mma-mta)

Blender exporter:

At line 153, wrong function to execute :

        self.exportMesh()
        if self.export_maa:
            self.exportMAA()
        if self.export_mta:
            self.exportMTA()
153:    if self.export_maa:    should be mma instead of maa
            self.exportMMA()

Original issue reported on code.google.com by [email protected] on 13 Oct 2013 at 9:21

[Typo]

IF any
http://code.google.com/p/maratis/source/browse/trunk/dev/Maratis/Common/MRendere
rs/MStandardRenderer.cpp#529

Original issue reported on code.google.com by [email protected] on 11 Oct 2013 at 6:44

Feature Request: Terrain from heightmap

I know this can be implemented as a mesh imported from Blender, or Maya, but it 
would be nice to have the ability to just create a Terrain directly on the 
Maratis Editor.

Additionally this can contain tools such as Terrain Painting, and Flora 
placement via texture mask, posibly even having multiple masks for texture 
type, flora(mesh) type.

Original issue reported on code.google.com by [email protected] on 12 Aug 2013 at 9:15

Attachments:

[MGui] Patch - Windows selection, Z-order, overlapping, input

Patch should be applied in
"maratis\branches\Experimental\Sources\MSDK\MGui"

** explanation of the patch
This patch allows selecting (highlighting) windows, with the following features:
* selecting a window will bring it to front
* clicking where there's no windows will unselect all windows
* windows can overlap with no side effects
* you can query if there are selected windows
* you can query if the mouse is over some window
* you have two modes for selecting windows:
  rootWindow->setHardSelecting(true);
    you have to click on a window to select it
  rootWindow->setHardSelecting(false);
    just hovering the mouse on a window will select it


In the case that the user is operating on a MGuiWindow, you may decide not to 
send the input to the Maratis engine too (e.g. for clicking on 3D objects).
In other words you may want a GUI window to block a click or a key which 
otherwise will be sent to the engine.
So you can also do "W,A,S,D movement" and still type those letters in a 
MGuiEditText.

Here's an example on how to use the patch for what concerns input:

    if(input->onKeyDown("MOUSE_BUTTON1"))
    {   if(guiWinRoot->isMouseOverSomething())
        guiWinRoot->onMouseButtonDown(MMOUSE_BUTTON_LEFT);
        else
        {   guiWinRoot->unHighLightAllWindows();
            pick_3d_objects_with_raycasting();
        }
    }
    else if(input->onKeyUp("MOUSE_BUTTON1"))
    {   if(guiWinRoot->isSomethingHighlighted())
        guiWinRoot->onMouseButtonUp(MMOUSE_BUTTON_LEFT);
    }

    if(guiWinRoot->isMouseOverSomething())
    {   //send characters and keys to MGui
    }

    if(guiWinRoot->isSomethingHighlighted())
        return;

    //because of the previous lines and the "return", the following input won't work if there's a selected MGUI window

    if(input->onKeyDown("ENTER"))
    {   //do stuff
    }
    else if(input->onKeyDown("SPACE"))
    {   //do stuff
    }
    //etc

Original issue reported on code.google.com by [email protected] on 16 Nov 2013 at 5:59

Attachments:

old Bullet version fails to compile on xcode 4 on osx 10.7.1 for iPhone, please update

http://code.google.com/p/maratis/source/browse/3rdparty/bullet/LinearMath/btScal
ar.h#33




Build target example

CompileC
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/Obje
cts-normal/i386/btSoftBody.o
../../../3rdparty/bullet/BulletSoftBody/btSoftBody.cpp normal i386 c++
com.apple.compilers.llvm.clang.1_0.compiler
   cd /Users/maico/dev/maratis/branches/iPhonePublishing/Project
   setenv LANG en_US.US-ASCII
   setenv PATH
"/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/
bin:/usr/bin:/bin:/usr/sbin:/sbin"
   /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang
-x c++ -arch i386 -fmessage-length=0
-fdiagnostics-print-source-range-info -fdiagnostics-show-category=id
-fdiagnostics-parseable-fixits -Wno-trigraphs -fpascal-strings -O0
-Wreturn-type -Wparentheses -Wswitch -Wno-unused-parameter
-Wunused-variable -Wunused-value -Wno-shorten-64-to-32
-Wc++0x-extensions -DDEBUG -isysroot
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.
sdk
-fexceptions -fasm-blocks -mmacosx-version-min=10.6 -gdwarf-2
-fvisibility=hidden -fvisibility-inlines-hidden -Wno-sign-conversion
-D__IPHONE_OS_VERSION_MIN_REQUIRED=50000 -iquote
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/exam
ple-generated-files.hmap
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/ex
ample-own-target-headers.hmap
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/ex
ample-all-target-headers.hmap
-iquote
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/exam
ple-project-headers.hmap
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Products/Debug-iphonesimulator/include
-I../../../trunk/dev/MSDK/MCore/Includes
-I../../../trunk/dev/MSDK/MEngine/Includes
-I../../../trunk/dev/Maratis/Common -I../../../trunk/dev/Additional
-I../../../trunk/dev/Additional/OpenGLES/Common -I../Common
-I../../../3rdparty/tinyxml -I../../../3rdparty/bullet
-I../../../3rdparty/lua
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/De
rivedSources/i386
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/De
rivedSources
-F/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Products/Debug-iphonesimulator
-include
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/PrecompiledHeaders/example_Prefix-gexhcgkfqbqkogeunqhbbwuuywfd/examp
le_Prefix.pch
-MMD -MT dependencies -MF
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/Obje
cts-normal/i386/btSoftBody.d
-c
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp
-o
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/Obje
cts-normal/i386/btSoftBody.o

In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Node' requires a user-provided default constructor [3]
        static const T  zerodummy;
                        ^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:81:3:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Node>' requested here [3]
                ZeroInitialize(n);
                ^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Material' requires a user-provided default constructor [3]
        static const T  zerodummy;
                        ^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:160:3:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Material>' requested here [3]
                ZeroInitialize(*pm);
                ^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Note' requires a user-provided default constructor [3]
        static const T  zerodummy;
                        ^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:175:2:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Note>' requested here [3]
        ZeroInitialize(n);
        ^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Link' requires a user-provided default constructor [3]
        static const T  zerodummy;
                        ^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:246:4:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Link>' requested here [3]
        { ZeroInitialize(l);l.m_material=mat?mat:m_materials[0]; }
          ^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Face' requires a user-provided default constructor [3]
        static const T  zerodummy;
                        ^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:283:4:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Face>' requested here [3]
        { ZeroInitialize(f);f.m_material=mat?mat:m_materials[0]; }
          ^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Tetra' requires a user-provided default constructor [3]
        static const T  zerodummy;
                        ^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:318:4:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Tetra>' requested here [3]
        { ZeroInitialize(t);t.m_material=mat?mat:m_materials[0]; }
          ^
6 errors generated.

Original issue reported on code.google.com by erwin.coumans on 22 Nov 2011 at 11:36

[Editor] Yellow confirmation box is a pain

The yellow confirmation box is a pain because you happen to miss it and click 
away.
'''In any case''' it should be allowed to confirm an action using ENTER or 
numpad ENTER.

Original issue reported on code.google.com by [email protected] on 20 Aug 2013 at 7:12

GLFW needs upgrade

Experimental branch:

GLFW needs upgrade to version 3.0.3 to compile with minGW

From GLFW website:
GLFW 3.0.3 is available for download. It adds fixes for a number of bugs that 
together affect all supported platforms, most notably MinGW compilation issues 
and cursor mode issues on OS X.

Original issue reported on code.google.com by [email protected] on 13 Oct 2013 at 8:57

access materials and shader from script

Add access to material and shader variables in script :
- material default variables
- send material custom variables to the shader
- ability to send custom uniforms variables to shaders
- add a default "time" uniform variable

Original issue reported on code.google.com by [email protected] on 17 Jul 2014 at 1:22

[Editor] Editing values; some suggestions [usability; minor features]

Editing values in the editor (e.g. camera properties) should accept ENTER key 
from the numpad too, since most people input values using that.
It would also be useful to add something which makes visually clearer when you 
are typing something and when you are not. The text cursor is not enough for 
good visibility.
Moreover, when selecting a value for the first time (first click), it should 
select all the value. Only when clicking again it should set the text cursor at 
the specific mouse position.
TAB works but SHIFT+TAB should also be made to work.

So, summing up:
* ENTER on numpad to confirm the value
* something (e.g. a different color) which helps you see if you're typing a new 
value
* selecting a value first click: select all the value
* selecting a value second click: set the text cursor
* SHIFT+TAB should loop through values going up

Original issue reported on code.google.com by [email protected] on 20 Aug 2013 at 6:50

Physics constraint - Setting parentObjectId

In MScene::prepareConstraints(), if parentObjectId is not null, its value 
should be used instead of parentName. This will allow dynamic creation of 
physics constraint without having to retrieve the name of the parent object 
which may as well not have a name at all since it may have been generated via 
code.

Forum thread: http://forum.maratis3d.com/viewtopic.php?id=808

Original issue reported on code.google.com by [email protected] on 9 Oct 2013 at 9:49

Exporter for Blender doesn't work.

What steps will reproduce the problem?
1. The maratis add on for Blender 2.64 doesn't work. 
2. When it does, it exports models with graphical glitches.

What is the expected output? What do you see instead?
I expect the add-on to work in blender, and that imported models doesn't have 
graphical glitches.

Right now Blender fails to find the add-on path.

What version of the product are you using? On what operating system?
I use Maratis exporter for blender 2.63 on a windows 7 64-bit operating system.

Original issue reported on code.google.com by [email protected] on 11 Dec 2012 at 4:46

MWIN_EVENT bug in main.cpp

Experimental branch:

File main.cpp

Replace MWIN_EVENT_WINDOW_CREATE & MWIN_EVENT_WINDOW_CLOSE by
MWIN_EVENT_CREATE and MWIN_EVENT_CLOSE

Original issue reported on code.google.com by [email protected] on 13 Oct 2013 at 9:07

isVisible() default state is true

The isVisible() state of a deactivated object is true, should be false.

Another issue, maybe related to Bullet, is that isVisible() returns true when 
the object is hidden behind a wall for example.

NB: I'm using r205

Original issue reported on code.google.com by [email protected] on 21 Sep 2013 at 12:57

Freeimage error with vs2010

Experimental branch:

When compiling freeimage with visual studio 2010:

c:\...\branches\experimental\3rdparty\freeimage\source\zlib\zconf.h(447): fatal 
error C1083: Impossible d'ouvrir le fichier include : 'unistd.h' : No such file 
or directory

NB: this header is a POSIX one.

Original issue reported on code.google.com by [email protected] on 14 Oct 2013 at 8:14

MWindow::onEvent should return a bool

MWindow::onEvent should return a boolean value or some other data to understand 
if the user has successfully hit a window. In such a case you may decide not to 
send the input to the engine too (e.g. for clicking on 3D objects). So a GUI 
window can block a click.

Original issue reported on code.google.com by [email protected] on 9 Oct 2013 at 9:35

[MGui] MGuiWindow ignores m_highLightColor

MGuiWindow ignores m_highLightColor and always uses m_normalColor even when 
debugging with printfs shows that the window is highlighted.
The other MGui objects (e.g. buttons) work fine.

Original issue reported on code.google.com by [email protected] on 10 Oct 2013 at 1:02

Feature Request: Object hierarchy on the editor

This was also an idea presented on the forum some time ago:
http://forum.maratis3d.com/viewtopic.php?pid=2988#p2988



Is it possible to have the Editor to arrange the objects (entities) in 
hierarchy, hopefully the mockup screenshot i made makes clear what i would like 
to see.
https://www.dropbox.com/s/04imx8rfz7abt … enshot.jpg
So basically allowing the pareting option that currently exist on the Editor, 
to be more visual. but also allowing the user (like me) to expand and collapse 
objects to not have super cluttered object list.

Original issue reported on code.google.com by [email protected] on 8 Aug 2013 at 7:05

Attachments:

[MGui] MGuiEditText is too wide

If you do window->autoScale(), the MGuiEditTexts make the window way too large.
See screenshot.
Doing
editText->setAutoScaleFromText(true);
has no effect.

The workaround is setting the scale explicitly e.g.
editText->setScale(MVector2(150,20));

Original issue reported on code.google.com by [email protected] on 18 Nov 2013 at 1:59

Attachments:

Casting error MguiColorPicker.cpp

Experimental branch:

Sources\MSDK\MGui\Sources\MGuiColorPicker.cpp

Fix to casting error on Windows, provided by 255 :

Lines to modify:

297: render->setColor3((MVector3)m_colorTarget->getNormalColor());
307: render->setColor3((MVector3)m_tintTarget->getNormalColor());

Original issue reported on code.google.com by [email protected] on 13 Oct 2013 at 9:04

Misspelling of "whatever"?

SimpleGamePlugin.zip:
http://www.maratis3d.org/download/SimpleGamePlugin.zip
accessible from:
http://www.maratis3d.org/?p=500
http://www.maratis3d.org/?page_id=53

On "_GamePlugin\Sources\SimpleGamePlugin.cpp":
    // set water game ??????????
    game = new MyGame();
    engine->setGame(game);

Also, very minor thing, in "MyGame.h" some functions are written as:
    //void onBegin(void){}
but it should be
    //void onBegin(void);
to indicate that they are only prototypes.

Original issue reported on code.google.com by [email protected] on 26 Aug 2013 at 4:41

Windows 32 Built corrupt (windows 7)

What steps will reproduce the problem?
1. Download (WIN) Maratis-3.21-beta-win32 from 
http://www.maratis3d.org/?page_id=57
2. unzip
3. navigate to bin/
4. There's a maratiseditor.exe and a martisplayer.exe, both don't have a 
thumbnail-picture plus both crash under windows 7 upon opening. Thus the 
application isn't usable.

What is the expected output? What do you see instead?
expected: Maratis Editor; instead: "The Application has stoped working..."

What version of the product are you using? On what operating system?
3.21 beta win32, Windows 7

Please provide any additional information below.
'nuff said ^^

Original issue reported on code.google.com by [email protected] on 13 Apr 2014 at 2:42

Cygwin exec do not launch anymore

What steps will reproduce the problem?
1. build the latest trunk under cygwin
2. wait for the build
3. Try to run the player, editor or any other execs without success. No error 
code is returned. The program does not seem to enter inside the main().

What is the expected output? 
run

What do you see instead?
nothing (is nt there any logs ?)

Anael: 
1: have anyone changed any windows.py params ?
2: I did nt see any logs feature/function/classes indide MEngine. Would you 
mind if I had such ?

Original issue reported on code.google.com by [email protected] on 20 Oct 2012 at 11:49

build issue in assimp on cygwin: '_fullpath’ has not been declared

What steps will reproduce the problem?
1. update to latest version 180
2. build with python scons.py
3. see build error in assimp:
/maratis/3rdparty/assimp/code/DefaultIOSystem.cpp: In function ‘void 
MakeAbsolutePath(const char*, char*)’:
/maratis/3rdparty/assimp/code/DefaultIOSystem.cpp:136:8: error: 
‘::_fullpath’ has not been declared
scons: *** [build/cygwin/release/3rdparty/assimp/code/DefaultIOSystem.o] Error 1

What is the expected output? build success
What do you see instead? build error

Please use labels and text to provide additional information.
assimp, fullpath

Solution: Checking with assimp project guys about possible solution.

Original issue reported on code.google.com by [email protected] on 27 Jan 2013 at 7:00

adding cygwin support

What steps will reproduce the problem?
1. install cygwin/cygports with python, openAL, openGL, X11, g++,...
2. launch cygwin term
3. go to trunk/dev
4. python scons.py

What is the expected output? build success
What do you see instead? build errors
What version of the product are you using? trunk
On what operating system? cygwin
Please provide any additional information below.
Patches :
- Add these few lines in libsndfile.py allows to successfully compile all 3rd 
parties
- Add this to MFile.h: #include <stdarg.h>  // needed for va_list 
- Add this to MGLContext.cpp :  #elif __CYGWIN__    #include <GLee.h>
- Next step : MX11Window.cpp does not compile because no XF86 extension, 
MWin32Window.cpp does neither because no directX. Thinking about implementing 
either a MSDLWindow, or enhancing MX11Window with not using XF86VideoMode if 
not present. 
Please anyway tell me if you accept these changes before I continue.
Regards
S.

Original issue reported on code.google.com by [email protected] on 21 Aug 2012 at 10:08

Attachments:

Premake script update

Here is an updated premake script for experimental branche.

It fixes missing libs in linux and reorders links in order to fix "undefined 
reference" errors that occur for GCC users (the linker searches and processes 
libraries and object files in the order they are specified).

I also included a defines for MGUI_STATIC.

Original issue reported on code.google.com by [email protected] on 8 Oct 2013 at 9:31

Attachments:

MObject3d is missing the enableShadow()

You can't have two objects under the same light source one casting shadow the 
other not casting it.
MObject3d should then need a enableShadow() method.
See http://forum.maratis3d.com/viewtopic.php?id=734

Original issue reported on code.google.com by [email protected] on 20 Aug 2013 at 6:27

MOText Y origin is not at the botton but a bit up

MOText Y origin is not exactly at the botton but a bit above.
This can be noticed in the editor thanks to the translation arrows.
This causes some problems when you want to put the object at specific positions.

Original issue reported on code.google.com by [email protected] on 20 Aug 2013 at 6:31

Missing files

fatal error C1083: Cannot open include file: 'dirent.h'

Original issue reported on code.google.com by [email protected] on 8 Oct 2011 at 2:40

[bug] Physics shapes and objects are never deleted

Physics shapes and objects associated with an entity are never deleted.
It is expected that:
* deleting an entity
* deleting the MPhysicsProperties of an entity
* creating new MPhysicsProperties of an entity
should completely remove the real physics shape and objects managed by Bullet 
associated with the entity.

Forum thread: http://forum.maratis3d.com/viewtopic.php?id=823

Original issue reported on code.google.com by [email protected] on 12 Oct 2013 at 12:58

Experimental CMake build

What steps will reproduce the problem?
1. run build_unix.sh or manually run cmake

What is the expected output?
- Build success

What do you see instead?
- CMake Error at CMakeLists.txt:86 (ADD_SUBDIRECTORY):
 The source directory
    /home/jurgel/Documents/maratis/branches/Experimental/Sources/Maratis/Editor
  does not contain a CMakeLists.txt file.

What version of the product are you using? On what operating system?
- r243 branch Experimental
- Ubuntu 14.04 x86_64

Please provide any additional information below.
- There is should be CMakeLists.txt in 
branches/Experimental/Sources/Maratis/Editor 
- Build normal if I comment line 86 in the related file

Original issue reported on code.google.com by [email protected] on 8 Dec 2014 at 9:42

sound listener and render to texture

We need a way to be able to enable a render to texture camera to be the main 
sound listener for correct 3d sound (when the render to texture camera is the 
main camera).

Original issue reported on code.google.com by [email protected] on 7 Jan 2014 at 9:17

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