Re: [G3D] Introduction; Anyone know of a good G3D tutorial?

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Morgan McGuire

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Feb 19, 2013, 2:53:27 AM2/19/13
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Have you taken a look at the sample programs?

-m

Prof. Morgan McGuire
Computer Science Department
Williams College
http://cs.williams.edu/~morgan


On Tue, Feb 19, 2013 at 2:34 AM, Colin Currie <cj.cur...@gmail.com> wrote:
> Hello G3D users,
>
> I'm working on a homebrew game engine and I've decided to use G3D to
> leverage the rendering pipeline. Before now, I've been managing and creating
> Vertex Array Objects and Buffers by hand and working out my own logic for
> perspective projections etc., but the prospects of building an entire render
> engine are so daunting that I'm glad a resource like the G3D engine is
> available under the BSD license. I'm here now to say Hello! and see what
> other are making with this interesting engine.
>
> I'm slowly working my way through the API, but I could use a hand. Anyone
> know of a good G3D tutorial for decent programmers?
>
> -CJ
>
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Colin Currie

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Feb 19, 2013, 2:16:52 PM2/19/13
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Yep, I am going through them, beginning with "starter". Unfortunately, I can't compile them because iCompile can't find X11/Xlib.h or X11/Xutil.h

I built G3D twice. The first time, I got several warnings but things seemed fine. The second time, buildg3d said:
Header not found: 'X11/Xlib.h'.
Header not found: 'X11/Xutil.h'.
In file included from /Users/cjcurrie/Desktop/G3D-9.00-b03-osx/G3D/G3D.lib/source/GImage.cpp:23:
../png.lib/include/png.h:2:2: error: #error "On OS X, G3D is supposed to use the system version of libpng"

Now I'm sure I have those X11 libs on my computer. A quick search showed them to be in my Tk.framework library.

I there any way to tell if the static and dynamic libraries inside G3D-9.00-b03-osx/lib have been built correctly? I put them into /usr/lib, then put the G3D and GlG3D header files into /usr/include. Lastly, I put G3D/data into /usr/local/include.
I think I'm still missing a step....

Corey Taylor

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Feb 19, 2013, 7:42:43 PM2/19/13
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Is there a particular reason you are using the beta 3 release instead of beta 4?  The imaging code has been replaced.

For X11 headers/libraries, they don't belong to Tk, that is probably a separate install just for the Tk framework.

What version of OS X are you running?

corey


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Colin Currie

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Feb 19, 2013, 7:58:29 PM2/19/13
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On the G3D project page (http://sourceforge.net/projects/g3d/files/), the most recent version listed for download is beta3. To quote:
Looking for the latest version? Download G3D-9.00-b03-osx.zip (1.2 GB)

I may not have X11 headers in my /usr directory, then, since those Tk framework references were the only ones I could find. I'm running Mountain Lion, OSX 10.8.

On this page, I found the following information from Apple:
X11 is not included with Mountain Lion, but X11 server and client libraries for OS X Mountain Lion are available from the XQuartz project: http://xquartz.macosforge.org. You should use XQuartz version 2.7.2 or later.

I guess that explains it. Going to download and try again. 

Morgan McGuire

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Feb 19, 2013, 8:22:25 PM2/19/13
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> On the G3D project page (http://sourceforge.net/projects/g3d/files/), the
> most recent version listed for download is beta3. To quote:
>>
>> Looking for the latest version? Download G3D-9.00-b03-osx.zip (1.2 GB)

Thanks, I just fixed that. SourceForge does that automatically and it
is annoying. http://g3d.sf.net has the authoritative links.

-m
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