Guacamole is an extendable and efficient rendering system for visualizing different data types. Please cite our work when using our software in your own research or publication.
Most of files in the repository have correct Unix-style endings (LF), but some files have DOS endings (CRLF). It is even possible to find mixed files. This inconsistency may cause problems in some text editors.
Probably it is better to have the same endings everywhere.
TriangleMeshShape::FromGeometryFile() doesn't consider rescaling/positioning introduced by GeometryLoader::NORMALIZE_POSITION and GeometryLoader::NORMALIZE_SCALE
This may lead to wrong collision behaviour after loading TriangleMeshShapes with those flags!
Commonly instantiation for ressources is NOT thread safe! ๐
if (ressource_container.size() > ctx.id) {
return;
} else {
ressource_container.resize(ctx.id);
// initialize ressources for ctx.id
}
BETTER (but also not entirely safe as it resize is required to be thread-safe) :
if (ressource_container.size() > ctx.id) {
if (ressource_container[ctx.id]) { // for pointer semantic
return; // pointer for ressource is valid -> return
} else {
// pointer is not initialized -> continue initialization
}
} else {
ressource_container.resize(ctx.id);
}
// initialize ressources for ctx.id
It has to be possible to tell which branches (or at least tags) of all guacamole repositories (guacamole, examples, editor, oculus & avango-gua) are compatible.
I propose the following:
master branch of all repos should be in sync
develop as well
Therefore: Before merging a feature branch, it needs to be tested against current development state in all other repos!
Are there any thoughts on this issue? Other strategies?
Running an application with multiple avango.gua.gui.nodes.GuiResource() more than once causes segmentation faults.
Whenever I run my app it only works one time. After closing it in the console with ctrl+c and starting it again it crashes with a segmentation fault. Changing something in the code fixes the bug for one more run, then I get the same error again.
Sometimes it even crashes on the first run.
To me it seems like something is not destructed the right way.
I am using different names for every GuiResource.
according to the header in the first source file I looked at this project is GPLv3+ licensed. Please make this information easier to find by adding a LICENSE file in the root directory.
We should host the doxygen generated documentation for the master branch on github pages. A new branch called gh-pages is used to publish the project site.
In UniformMapping::add() uniforms of same type are currently pushed into static array.
For >500 materials (e.g. in medieval harbour) these arrays become too large! Shader compilation fails.
As a solution use a UBO or samplerBuffer instead!