The build instructions are pretty simple. I just need to update a bit the vcpkg command to install magnum: ./vcpkg install "magnum-integration[imgui]" instead of ./vcpkg install magnum-integration[imgui]. The project cmake worked fine but I had a first issue with Eigen (installed using brew on mac). Adding a #include_directories("/usr/local/include") in the CmakeLists.txt sovled the problem. A second issue was for a missing KHR/hhrplatform.h file. Downloading the file as mentionned here (https://stackoverflow.com/questions/50656174/error-when-building-with-mingw-on-ubtunu) solved the problem. Finally, the build succeeded but the runtime failed: Platform::Sdl2Application: warning: the executable is not a HiDPI-enabled app bundle Renderer: AMD Radeon HD - FirePro D500 OpenGL Engine by ATI Technologies Inc. OpenGL version: 4.1 ATI-3.8.24 Using optional features: GL_ARB_ES2_compatibility GL_ARB_separate_shader_objects GL_ARB_texture_filter_anisotropic GL_ARB_texture_storage GL_ARB_vertex_array_object GL_EXT_debug_label GL_EXT_debug_marker Using driver workarounds: no-layout-qualifiers-on-old-glsl Shader::compile(): compilation of vertex shader 1 failed with the following message: ERROR: 3:18: '' : syntax error: incorrect preprocessor directive ERROR: 3:18: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline Shader::compile(): compilation of fragment shader 2 failed with the following message: ERROR: 3:8: '' : syntax error: incorrect preprocessor directive ERROR: 3:8: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline Assertion GL::Shader::compile({vert, frag}) failed in /tmp/WaterSurfaceWavelets/src/visualization/waterSurface/WaterSurfaceShader.cpp on line 29
The project page also contains a windows executable if was not able to run on mac
The compilation worked out-of-the-box following the readme instructions. However the Demo did not produce the expected result. The water and land appear but the waves seem to appear at a different rendering depth, and be decorrelated with the water/land distribution. Hence I was not able to reproduce the results (Ubuntu 18.04 - GeForce GTX 1050)
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