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gkengine's Issues

Streamline the build process

Hi, I hope english is ok as I do not speak or write chinese.

The build process of the engine, studio and tools is cumbersome and prone to error.
Downloading additonal files and executing .bat files adds an additional layer of complexity.
Is it possible or maybe already planned to use, for example, CMake for project generation/as meta build tool?
Instead of downloading additional libraries, using git submodules to include any external dependencies would be considered best practice (afaik) and thus very recommended.

Kind Regards

Windows平台RendererGL330维护

目前GL330在windows平台可以加载,但是渲染不出东西,一片黑屏。
之前运行成功过,应该是某个小bug。
具体代码可以参照RendererGLES2,之前的GL330实现方法是直接照搬GLES2。

在RendererGL330成功运行之后,可以修改我之前的实现方式,之前是用一个GLFW的框架来建立设备,可能比较粗陋,也许有更好方法。

待到这个issue解决,可以考虑与RendererD3D9同步开发高级渲染功能,真正实现GL330的API特性

gkFilePath整理与扩展

gkFilePath是一个一直遇到问题现解决的工具包,目前已经十分繁杂和混乱。需要整理,特性包括:

  • 跨平台支持
  • 添加新特性
    • make sure file - 在feline前调用以确保文件得以创建

Please Help!

This seems AMAZING! Really good job man!!
But i don't understand how compile... Can you help me please? Thanks!

在编译gkEngine过程中,遇到的问题汇总贴。

首先小小的抱怨一下,gkEngine目前只提供VS2010的解决方案文件。
而现在早就全民普及VS2013了,没有VS2010的话,还得现场安装一个。
下面列一下我在编译时遇到过的两个问题:

  1. 因为某些工程的字节编码问题,当const wchar_t[] 往 const char * 转的时候,会导致一个编译错误,需要把工程设置成多字节编码。
  2. 编译时出现如下的链接错误:【LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt】,可以参考 http://blog.csdn.net/junjiehe/article/details/16888197 这篇博客说的方法来解决。

基于cubemapgen制作lightprobe对象及工具链

实现lightprobe对象,需要envmap的对象可以选择自动的从lightprobe中选择一个最合适的对象。
实现lightprobe生成工具链,可以依赖于light,成为一种特殊类型的light,通过type来区别。

CubeMap生成

生成CUBEMAP

输入一个场景坐标,生成此坐标的一个CUBEMAP。
该CUBEMAP的渲染方式应分级

  • 简单 5-10ms生成完毕,搜集的场景信息基本齐全,可用于不太清晰的反射目标,渲染耗时基本可用于实时生成。
  • 完全 完全质量的环境图生成,渲染耗时不限。

生成到RT

将CUBEMAP生成到RT,可用于实时渲染,实时更新

生成到文件

将CUBEMAP存储到外部文件,可用作资源

场景如何加载

你好:
当编译完Laucher后,运行发现没有场景被默认加载,请问如何加载场景数据,是gpk还是gks?

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