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 29The 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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