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-</style>
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-</head>
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-<body>
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-<div class="document">
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-
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-
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-<p><strong>AnKi 3D Engine</strong></p>
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-<p>Copyright (C) 2009-2011 Panagiotis Christopoulos-Charitos</p>
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-<p><a class="reference external" href="http://www.anki3d.org">http://www.anki3d.org</a></p>
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-<p><a class="reference external" href="mailto:godlike@ancient-ritual.com">godlike@ancient-ritual.com</a></p>
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-<div class="contents topic" id="table-of-contents">
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-<p class="topic-title first">Table of Contents</p>
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-<ul class="simple">
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-<li><a class="reference internal" href="#license" id="id1">License</a></li>
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-<li><a class="reference internal" href="#building" id="id2">Building</a><ul>
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-<li><a class="reference internal" href="#required-external-libraries" id="id3">Required external libraries</a></li>
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-<li><a class="reference internal" href="#building-anki-and-optionally-generating-makefiles" id="id4">Building AnKi and optionally generating makefiles</a></li>
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-</ul>
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-</li>
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-<li><a class="reference internal" href="#assets" id="id5">Assets</a></li>
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-<li><a class="reference internal" href="#system-requirements" id="id6">System requirements</a></li>
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-<li><a class="reference internal" href="#generating-source-code-documentation-doxygen" id="id7">Generating source code documentation (doxygen)</a></li>
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-<li><a class="reference internal" href="#coding-style" id="id8">Coding style</a><ul>
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-<li><a class="reference internal" href="#types" id="id9">Types</a></li>
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-<li><a class="reference internal" href="#functions-variables" id="id10">Functions & variables</a></li>
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-<li><a class="reference internal" href="#constants-macros-enumerators" id="id11">Constants, macros & enumerators</a></li>
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-<li><a class="reference internal" href="#parenthesis-braces-comas-operators" id="id12">Parenthesis, braces, comas & operators</a></li>
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-<li><a class="reference internal" href="#order-in-class-definitions" id="id13">Order in class definitions</a></li>
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-<li><a class="reference internal" href="#naming-shortcuts" id="id14">Naming shortcuts</a></li>
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-<li><a class="reference internal" href="#controllers" id="id15">Controllers</a></li>
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-<li><a class="reference internal" href="#glsl-shaders" id="id16">GLSL shaders</a></li>
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-<li><a class="reference internal" href="#submitting-patches" id="id17">Submitting patches</a></li>
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-</ul>
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-</li>
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-<li><a class="reference internal" href="#todo-list" id="id18">ToDo list</a></li>
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-</ul>
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-</div>
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-<div class="section" id="license">
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-<h1><a class="toc-backref" href="#id1">License</a></h1>
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-<p>Anki is dual licensed. The first option is GLPv3 and the second commercial
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-license. If you want to use* AnKi to make opensource software (licensed under
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-GLPv3) then AnKi is provited to you for free but if you want to use it* for
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-non-GPLv3 licensed software then you have to apply for a commercial license.</p>
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-<p>*: as a whole or parts of the source</p>
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-</div>
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-<div class="section" id="building">
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-<h1><a class="toc-backref" href="#id2">Building</a></h1>
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-<p>AnKi build system is build over the popular CMake.</p>
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-<p>To download the latest version of AnKi from the SVN repository type:</p>
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-<pre class="literal-block">
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-svn checkout http://anki-3d-engine.googlecode.com/svn/trunk/ anki
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-</pre>
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-<p>to build:</p>
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-<div class="section" id="required-external-libraries">
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-<h2><a class="toc-backref" href="#id3">Required external libraries</a></h2>
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-<p>AnKi requires a few up to date versions of some libraries. The libraries are:</p>
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-<ul class="simple">
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-<li>Bullet Physics 2.77 (in extern)</li>
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-<li>SDL 1.3 (in extern)</li>
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-<li>GLEW 1.5.5 (in extern)</li>
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-<li>boost 1.46</li>
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-<li>libpng 1.2</li>
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-<li>libjpeg 6b</li>
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-<li>libpython 2.6</li>
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-</ul>
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-<p>Normally, in order to build AnKi you need to have all of the above libraries.
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-Some of them are not that common and</p>
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-<p>Some of them are not provided from the most Linux distros or they are older
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-versions. The libraries you have to download and build for yourself are Bullet,
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-SDL and GLEW. The other are pretty common and you can find them almost anywhere.</p>
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-<p>To ease the building process and to save you some time <strong>some</strong> of the above
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-libraries are already backed and placed inside the extern directory. The backed
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-libraries are for Linux and for x86-64 architecture. If you dont trust my
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-binaries and/or you want to build the libs yourselves you have to download,
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-build and install the libs in the extern directory manually. The script
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-<em>download-externs.sh</em> downloads the libraries (it requires SVN, mercurial,
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-CMake, autoconf) and the <em>do-externs.sh</em> builds the libraries and installs them
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-in the extern directory. Open the files and see how it is done.</p>
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-<p>You wont find any development files for boost, libpng, libjpeg and libpython
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-inside the extern dir. Get them using your Linux distribution's packet manager.</p>
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-</div>
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-<div class="section" id="building-anki-and-optionally-generating-makefiles">
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-<h2><a class="toc-backref" href="#id4">Building AnKi and optionally generating makefiles</a></h2>
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-<p>Inside the build directory you can find 4 build targets containing GNU
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-makefiles. If you want to build AnKi just type "make" from inside a target.</p>
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-<p><strong>WARNING</strong>: Sometimes I forget to update all the targets. The debug is always
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-updated though.</p>
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-<p>AnKi uses a build system that generates the above makefiles. This build system
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-is no longer part of AnKi and its located in a different repository. This tool
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-is called gBuildSystem and you can find it in
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-<a class="reference external" href="http://godlike-projects.googlecode.com/svn/trunk/gBuildSystem">http://godlike-projects.googlecode.com/svn/trunk/gBuildSystem</a>. Downloaded it
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-using SVN:</p>
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-<p>$ svn checkout <a class="reference external" href="http://godlike-projects.googlecode.com/svn/trunk/gBuildSystem">http://godlike-projects.googlecode.com/svn/trunk/gBuildSystem</a></p>
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-<p>gBuildSystem only purpose is to re-generate these makefiles in case you have
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-made changes in the code structure (renaming/moving/deleting/adding files) or in
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-the included header files (#include) or your have the external libs in different
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-paths. gBuildSystem requires the gen.cfg.py files (something like
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-CMakeLists.txt). gen.cfg.py format is pretty straightforward and minimal.</p>
|
|
|
-<p>If you want to generate the makefile for the debug target (for example) do the
|
|
|
-following:</p>
|
|
|
-<ol class="arabic simple">
|
|
|
-<li>$ cd <path to anki>/build/debug</li>
|
|
|
-<li>$ <path to gBuildSystem>/gbs.py</li>
|
|
|
-</ol>
|
|
|
-<p>To build:</p>
|
|
|
-<p>$ make</p>
|
|
|
-<p>And the build process will begin.</p>
|
|
|
-</div>
|
|
|
-</div>
|
|
|
-<div class="section" id="assets">
|
|
|
-<h1><a class="toc-backref" href="#id5">Assets</a></h1>
|
|
|
-<p>Currently there are no assets (models, textures, materials etc) so even if you
|
|
|
-build it, the application will fail to run.</p>
|
|
|
-</div>
|
|
|
-<div class="section" id="system-requirements">
|
|
|
-<h1><a class="toc-backref" href="#id6">System requirements</a></h1>
|
|
|
-<p>The engine requires:</p>
|
|
|
-<ul class="simple">
|
|
|
-<li>GPU with shader model 4</li>
|
|
|
-<li>Linux OS</li>
|
|
|
-<li>Proprietary GPU drivers</li>
|
|
|
-</ul>
|
|
|
-<p>Development rig: Ubuntu 10.10, AMD Radeon 4870 w/ Catalyst 10.10. So it should
|
|
|
-be working on similar systems.</p>
|
|
|
-</div>
|
|
|
-<div class="section" id="generating-source-code-documentation-doxygen">
|
|
|
-<h1><a class="toc-backref" href="#id7">Generating source code documentation (doxygen)</a></h1>
|
|
|
-<p>The AnKi source code uses doxygen style comments in almost every file. To
|
|
|
-generate the documentation you need doxygen (<a class="reference external" href="http://www.doxygen.org/">http://www.doxygen.org/</a>). From a
|
|
|
-terminal type:</p>
|
|
|
-<ol class="arabic simple">
|
|
|
-<li>$ cd docs</li>
|
|
|
-<li>$ doxygen doxyfile</li>
|
|
|
-</ol>
|
|
|
-<p>Then open doxygen.html to see it.</p>
|
|
|
-</div>
|
|
|
-<div class="section" id="coding-style">
|
|
|
-<h1><a class="toc-backref" href="#id8">Coding style</a></h1>
|
|
|
-<p>Every project has some rules and here are some things to remember while coding
|
|
|
-AnKi.</p>
|
|
|
-<div class="section" id="types">
|
|
|
-<h2><a class="toc-backref" href="#id9">Types</a></h2>
|
|
|
-<p>The classes, structs, typedefs, enums etc must be capitalized eg <em>ThisIsAClass</em></p>
|
|
|
-</div>
|
|
|
-<div class="section" id="functions-variables">
|
|
|
-<h2><a class="toc-backref" href="#id10">Functions & variables</a></h2>
|
|
|
-<p>All functions (including class methods) and all variables are mixed case.</p>
|
|
|
-<p>All functions should have a verb inside them eg <em>doSomething()</em></p>
|
|
|
-<p>All variables should not have verbs eg <em>oneVariable</em></p>
|
|
|
-</div>
|
|
|
-<div class="section" id="constants-macros-enumerators">
|
|
|
-<h2><a class="toc-backref" href="#id11">Constants, macros & enumerators</a></h2>
|
|
|
-<p>All constants, macros and enumerators are capital with undercores eg <em>#define
|
|
|
-MACRO(x)</em> or <em>const int ONE_INT = 10;</em></p>
|
|
|
-<p>All the constants should be defined without using the preprocessor eg dont write
|
|
|
-<em>#define ONE_INT 10</em></p>
|
|
|
-<p>All enumerators have the first letters of the enum as prefix eg
|
|
|
-<em>enum CarColors { CC_BLUE, CC_GREEN };</em></p>
|
|
|
-</div>
|
|
|
-<div class="section" id="parenthesis-braces-comas-operators">
|
|
|
-<h2><a class="toc-backref" href="#id12">Parenthesis, braces, comas & operators</a></h2>
|
|
|
-<p>After opening parenthesis and before closing it there is no spaces, same for
|
|
|
-square brackets. Before and after an operator there is always a space</p>
|
|
|
-<p>eg <em>((mat1 * 10) + 10)</em> or <em>setWidth(100)</em> or <em>int arr[100 + 1];</em></p>
|
|
|
-<p>After a coma there is a space eg <em>setSize(10, 20)</em></p>
|
|
|
-</div>
|
|
|
-<div class="section" id="order-in-class-definitions">
|
|
|
-<h2><a class="toc-backref" href="#id13">Order in class definitions</a></h2>
|
|
|
-<p>class</p>
|
|
|
-<p>{</p>
|
|
|
-<blockquote>
|
|
|
-<p>friends</p>
|
|
|
-<p>pre-nested (very rare)</p>
|
|
|
-<p>nested</p>
|
|
|
-<p>properties</p>
|
|
|
-<p>public</p>
|
|
|
-<p>protected</p>
|
|
|
-<p>private</p>
|
|
|
-</blockquote>
|
|
|
-<p>}</p>
|
|
|
-<p>inlines</p>
|
|
|
-</div>
|
|
|
-<div class="section" id="naming-shortcuts">
|
|
|
-<h2><a class="toc-backref" href="#id14">Naming shortcuts</a></h2>
|
|
|
-<p>This list contains some of the naming shortcuts we use in AnKi. This is because
|
|
|
-we are bored to type:</p>
|
|
|
-<ul class="simple">
|
|
|
-<li>Array : arr</li>
|
|
|
-<li>Animation : anim</li>
|
|
|
-<li>Application : app</li>
|
|
|
-<li>Buffer : buff</li>
|
|
|
-<li>Camera : cam</li>
|
|
|
-<li>Color : col</li>
|
|
|
-<li>Controller : ctrl</li>
|
|
|
-<li>Current : crnt</li>
|
|
|
-<li>Feature : feat</li>
|
|
|
-<li>Fragment : frag</li>
|
|
|
-<li>Framebuffer Attachable Image : fai</li>
|
|
|
-<li>Geometry : geom</li>
|
|
|
-<li>Location : loc</li>
|
|
|
-<li>Material : mtl</li>
|
|
|
-<li>Matrix : mat</li>
|
|
|
-<li>Number : num</li>
|
|
|
-<li>Physics : phy</li>
|
|
|
-<li>Position : pos</li>
|
|
|
-<li>Property : prop</li>
|
|
|
-<li>Quadrilateral : quad</li>
|
|
|
-<li>Quaternion : quat</li>
|
|
|
-<li>Resource : rsrc</li>
|
|
|
-<li>Rotation : rot</li>
|
|
|
-<li>Shader : shdr</li>
|
|
|
-<li>Shader Program : shaderProg or sProg</li>
|
|
|
-<li>Skeletal Animation : sAnim</li>
|
|
|
-<li>Skeleton : skel</li>
|
|
|
-<li>Text : txt</li>
|
|
|
-<li>Texture : tex</li>
|
|
|
-<li>Transformation : trf</li>
|
|
|
-<li>Transform Feedback : trffb</li>
|
|
|
-<li>Translation : tsl</li>
|
|
|
-<li>Triangle : tri</li>
|
|
|
-<li>Utility : util</li>
|
|
|
-<li>Variable : var</li>
|
|
|
-<li>Vector : vec</li>
|
|
|
-<li>Vertex : vert</li>
|
|
|
-</ul>
|
|
|
-<p>Anything else should be typed full.</p>
|
|
|
-</div>
|
|
|
-<div class="section" id="controllers">
|
|
|
-<h2><a class="toc-backref" href="#id15">Controllers</a></h2>
|
|
|
-<p>The controllers are part of the scene node objects. They control the node's
|
|
|
-behaviour.</p>
|
|
|
-<p>They have an input (script, animation, etc) and they control a scene node. The
|
|
|
-naming convention of the controllers is:</p>
|
|
|
-<p><what the controller controls><the input of the contoller>Ctrl</p>
|
|
|
-<p>For Example:</p>
|
|
|
-<p>MeshSkelNodeCtrl A Mesh is controlled by a SkelNode</p>
|
|
|
-</div>
|
|
|
-<div class="section" id="glsl-shaders">
|
|
|
-<h2><a class="toc-backref" href="#id16">GLSL shaders</a></h2>
|
|
|
-<p>The same rules apply to GLSL shaders but with a few changes:</p>
|
|
|
-<p>All the vars you can find in a GLSL shader program are either attributes,
|
|
|
-uniforms or in/out vars (varyings) and everything else. The attributes and
|
|
|
-uniforms are mixed case. The in/out vars are mixed case as well but they have a
|
|
|
-prefix string that indicates their output. For example if a var is output from
|
|
|
-the vertex shader it will have a 'v' before its name. The In detail:</p>
|
|
|
-<p>v: Vertex shader
|
|
|
-tc: Tessellation control shader
|
|
|
-te: Tessellation evaluation shader
|
|
|
-g: Geometry shader
|
|
|
-f: Fragment shader</p>
|
|
|
-<p>All the other variables (locals and globals) inside the code are mixed case but
|
|
|
-with a leading and a following underscore.</p>
|
|
|
-</div>
|
|
|
-<div class="section" id="submitting-patches">
|
|
|
-<h2><a class="toc-backref" href="#id17">Submitting patches</a></h2>
|
|
|
-<p>If you want to update/patch a file (for example Main.cpp) do:</p>
|
|
|
-<ul class="simple">
|
|
|
-<li>Make the changes on that file</li>
|
|
|
-<li>Save the differences in a file using "svn diff Main.cpp > /tmp/diff"</li>
|
|
|
-<li>E-mail the "diff" file with subject "[PATCH] Main.cpp updates"</li>
|
|
|
-</ul>
|
|
|
-</div>
|
|
|
-</div>
|
|
|
-<div class="section" id="todo-list">
|
|
|
-<h1><a class="toc-backref" href="#id18">ToDo list</a></h1>
|
|
|
-<ul>
|
|
|
-<li><p class="first">Continue working on the new coding style in shaders</p>
|
|
|
-</li>
|
|
|
-<li><p class="first">Changes in the blending objects problem. The BS will become one stage and the
|
|
|
-PPS will be divided in two steps. The first will apply the SSAO and the EdgeAA
|
|
|
-in the IS_FAI and the second will do the rest</p>
|
|
|
-</li>
|
|
|
-<li><p class="first">The second Physics demo: Create a box that is geting moved by the user. It has
|
|
|
-to interact with the other boxes</p>
|
|
|
-</li>
|
|
|
-<li><p class="first">Set the gravity of a certain body to a lower value and see how it behaves</p>
|
|
|
-</li>
|
|
|
-<li><p class="first">In the Ragdoll bullet demo try to change the distances of the bodies</p>
|
|
|
-</li>
|
|
|
-<li><dl class="first docutils">
|
|
|
-<dt>Ask in the bullet forum:</dt>
|
|
|
-<dd><ul class="first last simple">
|
|
|
-<li>How to make floating particles like smoke. But first try with one body and
|
|
|
-manualy setting the gravity</li>
|
|
|
-<li>What the btCollisionObject::setActivationState takes as parameter?</li>
|
|
|
-</ul>
|
|
|
-</dd>
|
|
|
-</dl>
|
|
|
-</li>
|
|
|
-<li><p class="first">Re-enable the stencil tex in Ms.cpp and replace all the stencil buffers with
|
|
|
-that (Smo, Bs) to save memory</p>
|
|
|
-</li>
|
|
|
-<li><p class="first">See if the restrictions in FBOs (all FAIs same size) still apply</p>
|
|
|
-</li>
|
|
|
-<li><p class="first">See what happens if I write <em>#pragma anki attribute <randName> 10</em> where
|
|
|
-randName does not exist. Do the same for tranform feedback varyings</p>
|
|
|
-</li>
|
|
|
-</ul>
|
|
|
-</div>
|
|
|
-</div>
|
|
|
-</body>
|
|
|
-</html>
|