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Overte open source virtual worlds platform.
- changed the way we calculate whether or not to render a parent "average" voxel so that if any of it's most distant child would not be visible, then it's used instead of it's children - added precalculated value for topFarLeft corner of AABox (optimization) - changed VoxelSystem::newTreeToArrays() and VoxelTree::encodeTreeBitstreamRecursion() to use the same help function for determining this LOD boundary behavior - deleted old dead code in voxel-server and VoxelTree for picking which node to start sending with, since it wasn't being used - added VoxelNode::furthestDistanceToCamera() which tells you not the distance to the center of the voxel, but the distance from the camera to the furthest corner relative to the camera. - added ViewFrustum::getFurthestPointFromCamera() which given an axis-aligned box will tell you which vertex of the box is furthest from the camera |
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animation-server | ||
audio-mixer | ||
avatar-mixer | ||
cmake | ||
domain-server | ||
eve | ||
externals | ||
hardware/head_hand | ||
injector | ||
interface | ||
jenkins | ||
libraries | ||
pairing-server | ||
space-server | ||
tools | ||
voxel-edit | ||
voxel-server | ||
.gitignore | ||
CMakeLists.txt | ||
hifi.podspec | ||
LICENSE | ||
README.md |
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.