Overte open source virtual worlds platform.
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ZappoMan 532dc285e7 Changed render_view_frustum() to handle broken camera yaw
- I discovered that the Camera class has a Yaw that is actually
  180deg off of true yaw. So when the avatar is facing at a yaw
  of 0deg, we were setting the camera to 180. This was causing
  the direction vectors to be rotated from where we expected them
  to be, and as a result the frustum was wrong
- I did not fix the camera and the calls to glRotate() since I
 don't yet understan how these work. BUT. I did fix the frustum
 code to fix up this yaw before calculating the vectors
2013-04-18 01:16:54 -07:00
audio-mixer change signature of parseData to use unsigned char*, include packet header always 2013-04-16 11:51:36 -07:00
avatar-mixer fix broken voxel server build, change some char* to unsigned char* 2013-04-16 12:35:49 -07:00
cmake pass ROOT_DIR to IncludeGLM macro instead of MACRO_DIR, include glm for AM 2013-04-15 16:08:35 -07:00
domain-server remove the unecessary trailing slash when setting root dir 2013-04-15 14:59:48 -07:00
externals/glm moved stuff around to migrate glm to shared 2013-04-11 18:41:12 -07:00
hardware/head_hand Revert "read from magnetometer on SDA, SLC" 2013-02-27 14:45:52 -08:00
injector remove the unecessary trailing slash when setting root dir 2013-04-15 14:59:48 -07:00
interface Changed render_view_frustum() to handle broken camera yaw 2013-04-18 01:16:54 -07:00
libraries Changed render_view_frustum() to handle broken camera yaw 2013-04-18 01:16:54 -07:00
space-server remove the unecessary trailing slash when setting root dir 2013-04-15 14:59:48 -07:00
tools cleanup of packet header constants 2013-04-08 19:54:14 -07:00
voxel-server fix mutex movement when resizing AgentList vector 2013-04-17 11:01:08 -07:00
.gitignore use build directory to keep cmake clean 2013-02-07 11:57:35 -08:00
CMakeLists.txt move voxel to voxel-server, use setup project macro 2013-04-12 13:25:59 -07:00
README.md fix incorrect casing of Xcode in CMake command 2013-03-19 10:52:14 -07:00

interface

Test platform for various render and interface tests for next-gen VR system.

CMake

This project uses CMake to generate build files and project files for your platform.

Create a build directory in the root of your checkout and then run the CMake build from there. This will keep the rest of the directory clean, and makes the gitignore a little easier to handle (since we can just ignore build).

mkdir build
cd build
cmake .. -GXcode

Those are the commands used on OS X to run CMake from the build folder and generate XCode project files.