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View Code? Open in Web Editor NEWCubicVR 3D Engine, C++ version
Home Page: http://www.cubicvr.org/
License: MIT License
CubicVR 3D Engine, C++ version
Home Page: http://www.cubicvr.org/
License: MIT License
Update code to OpenGL ES 2.0 utilizing parts of CubicVR.js
Rendering very dense models is not happening correctly. We believe that the issue may be that WebGL restricts IBO elements to be shorts so indexing a vertex with an index over 65536 overflows and references an incorrect vertex. A possible solution may be to internally split the model up into multiple buffers?
Need to port over the PSP makefiles, test updates and reconfigure them to the new repository layout.
It was suggested here:
http://www.cubicvr.org/index.php?option=com_fireboard&Itemid=62&func=view&catid=5&id=205
That we should implement an ArcBall / Trackball
http://viewport3d.com/trackball.htm
Might also be good to learn from MouseViewController in CubicVR.js and implement something similar that's easy to use with GLUT/SDL
Need to port over the Dreamcast makefiles, test updates and reconfigure them to the new repository layout.
Need to namespace all the classes appropriately, possibly under cubicvr::
I am kind of confused because CubicVR 2 seems more recent, however it also seems highly incomplete when we compare to the content of CubicVR, so I don't know if for a game it is more recommended to use CubicVR or CubicVR 2
All code is not using exception checking except StringUtil that uses BadConversion exception, for platforms where we are not using RTTI and Excption handling (to keep the binary size small) e.g.: PSP this forces the build to be with exceptions enabled.
Is it really necessary? or could we live with out it?
Need to account for Windows and Linux builds in CMake with relevant GLEW and GLX setups
Need to set up CMake targets for iOS platform.
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