Comments (6)
Did you set your ADA_PROJECT_PATH
environment variable? It should point to a directory that contains json_ada.gpr
. Executing gnatls -v
should show the paths. How did you fix it eventually?
On Ubuntu you might want to use the GNAT FSF compiler instead with sudo apt install gnat gprbuild
. I don't get the Program_Error you mentioned with GNAT FSF.
Orka.Loops
and the glTF example are currently broken after implementing the job graph system. I'm currently working on sorting and batching of draw calls and finishing the glTF loader.
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No I did not set ADA_PROJECT_PATH. Thanks for the tip.
I hacked my way:
'with "../json-ada/json_ada.gpr"' in orka.gpr and because of config.gpr conflicts (one in json-ada one in orka), I renamed the json-ada config.gpr to config_json_ada.gpr and baked the json-ada external 'variables' directly in the project file. It did the job but ... I know ... its brute force. :)
BTW, are you implementing something similar to what Tobias Persson presents here? http://ourmachinery.com/post/high-level-rendering-using-render-graphs/
Also to support gITF is awesome!
Let me know when your project builds proper I really want to dig in/build on top a project of mine. IMO, it is of high importance to bring this type of project to Ada so people can build amazing stuff of very high quality.
Thank you and keep up the good work.
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BTW, are you implementing something similar to what Tobias Persson presents here? http://ourmachinery.com/post/high-level-rendering-using-render-graphs/
Thanks for mentioning this. I wasn't aware of that blog post. What I'm trying to do now is that you're able to call OpenGL functions again. With the job graph system, there's a simulation loop and a render loop. The simulation loop will first execute a job that calls a "Fixed_Update" procedure of each "Behavior" object multiple times (for physics), then another job is executed which calls "Update" and "After_Update".
In the older code there's some parallelism but no job graph system. After "After_Update" I call a "Render" procedure which is used to do the actual rendering. Since the job graph system has been implemented, resources are loaded via jobs as well (so that some of the processing can be done in parallel). However, when a resource has been processed, it still needs to create some OpenGL buffers and upload its data. This can only be done in the render loop (the environment thread).
So I'm trying to find an efficient and flexible way to call OpenGL functions for creating buffers and doing draw calls. At the moment I'm trying this.
If you want to have a working revision of the project, you could reset to a commit where the job graph hasn't been enabled or implemented yet: f5c5427 or (even earlier) 8bd6a28.
One of those commits around that time should work with at least GNAT 7.2
If you want to export some Blender files to glTF you can use https://github.com/KhronosGroup/glTF-Blender-Exporter. The index type should be unsigned int (the glTF resource loader makes a bunch of assumptions at the moment). I can post some glTF files that should work if you need it.
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@ohenley GCC 8 and GNAT CE 2018 should now compile. So hopefully GNAT GPL 2017 should work too. See #10 (comment) On Ubuntu though, I still recommend to just use GNAT FSF 7.3.0.
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I'm going to close this issue since the project can be build with GCC 7.3 and 8.2. On Windows the project compiles with GNAT CE 2018 as well, so GNAT CE 2018 should compile on Linux as well.
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