qt5
filament
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qt5 | filament | |
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5 | 27 | |
1,373 | 17,112 | |
2.4% | 1.4% | |
9.5 | 9.8 | |
6 days ago | 4 days ago | |
Shell | C++ | |
GNU General Public License v3.0 only | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
qt5
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Elon Musk dissolves Twitter's board of directors
So, clearly with your AP CS class and PLC logic knowledge, if you were dumped into a codebase like Hadoop, QT, or TensorFlow you'd be able to quickly and competently analyze what is going on with that code, understand all the libraries used, know the reasons why certain compromises were made, and be able to make suggestions on how to restructure the code in a different way? Because I've been programming for coming up on two decades and unless a system is within the domains that I have experience in, I would not be able to provide any useful information without a massive onboarding timeline, and definitely wouldn't be able to help redesign anything until actually coding within the system for a significant amount of time.
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How to make a GUI library using C or C++?
QT for example is more than sixteen thousand lines of code, developed by almost 100 contributors. This is the closest analog to what you would be trying to make.
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Why is #define SIGSTKSZ 8192 being interpreted as long?
The branches on https://github.com/qt/qt5/tree/5.15.2 only seem to show a maximum version of 5.15.2. I have also seen 5.15.9 somewhere, but no idea where to get it (or was it 5.14.9 and I am mistaken).
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Advantages of Monorepos
Have you ever tried contributing to Qt? I rather liked their use of submodules. https://github.com/qt/qt5
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I love making games with Javascript and the HTML5 canvas. Can I do something similar in c++?
qt5
filament
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Filament – A Language for Fearless Hardware Design
Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.
https://google.github.io/filament/
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Flutter and Apple Vision Pro
In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
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Appleseed – open-source, physically-based global illumination rendering engine
Anyone know much about how this compares to Filament by Google?
https://github.com/google/filament
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Searching for Reliable Cross-Platform Rendering Framework (C/C++)
Have you tried Filament? https://google.github.io/filament/
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What is this C++ trick called? It looks a bit like PIMPL.
I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
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Why aren't there constantly more shading languages popping up all the time like other languages?
There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
- Fence callback system
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OpenGL displays the color of an image different from the system color profile;
I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems likethe framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
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Weird Vulkan Bug
I found this issue on github https://github.com/google/filament/pull/3190/files
What are some alternatives?
raylib - A simple and easy-to-use library to enjoy videogames programming
android-3D-model-viewer - Android OpenGL 2.0 application to view 3D models. Published on Play Store
qnanopainter - Library for implementing OpenGL accelerated Qt (Quick) C++ UI components.
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
josh - Just One Single History
compose-samples - Official Jetpack Compose samples.
OpenXcom - Open-source clone of the original X-Com 👽
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
shapez.io - shapez.io is an open source base building game inspired by factorio! Available on web & desktop
rust-skia - Rust Bindings for the Skia Graphics Library
vkQuake - Vulkan Quake port based on QuakeSpasm
OpenSceneGraph - OpenSceneGraph git repository