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**IrrlichtBAW** is a new renovated version of older **[Irrlicht](http://irrlicht.sourceforge.net/)** engine. The project currently aims for a thread-able and *Vulkan*-centered API, but currently works on *OpenGL* only. This framework has been kindly begun by the founder ***[@devshgraphicsprogramming](https://github.com/devshgraphicsprogramming)*** of **[Devsh Graphics Programming Sp. z O.O.](http://devsh.eu/)** and almost entirely sponsored by **Build A World Aps**. in it's early days, and now picked up by the **[Ditt](https://www.ditt.nl/)** company. The `stable-ish` branch is used in production releases of **[Build A World EDU](https://edu.buildaworld.net/)**, since 2015. The framework has been used both for game development and ArchViz.
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**Nabla** is a new renovated version of older **[Irrlicht](http://irrlicht.sourceforge.net/)** engine. The project currently aims for a thread-able and *Vulkan*-centered API, but currently works on *OpenGL* only. This framework has been kindly begun by the founder ***[@devshgraphicsprogramming](https://github.com/devshgraphicsprogramming)*** of **[Devsh Graphics Programming Sp. z O.O.](http://devsh.eu/)** and almost entirely sponsored by **Build A World Aps**. in it's early days, and now picked up by the **[Ditt](https://www.ditt.nl/)** company. The `stable-ish` branch is used in production releases of **[Build A World EDU](https://edu.buildaworld.net/)**, since 2015. The framework has been used both for game development and ArchViz.
**IrrlichtBAW** only supports *CUDA* interop using the Driver API not the Runtime API. We use the runtime compiled CUDA.
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**Nabla** only supports *CUDA* interop using the Driver API not the Runtime API. We use the runtime compiled CUDA.
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Because *CUDA* needs its own version the GeForce (Quadro or Tesla) Driver, its often a few minor versions behind your automatically updated Windows driver, the install will fail even if it prompts you to agree to installing an older driver.
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@@ -221,7 +221,7 @@ After dealing with *CUDA* installing just install *Optix SKD*.
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## Future Boost Library Dependencies
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**IrrlichtBAW** uses or will use the following **[*Boost*](https://www.boost.org/)** libraries:
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**Nabla** uses or will use the following **[*Boost*](https://www.boost.org/)** libraries:
-[ ]**[Context](https://www.boost.org/doc/libs/1_61_0/libs/context/doc/html/context/overview.html)** (maybe, and if yes only the *fcontext_t* variant)
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The maybe's depend on how *xplatform* and easy to operate the *boost::context* is, esp w.r.t. Linux, Windows and Android. We will not use *boost::fibers* as we need our own complex scheduler.
If you haven't cloned `recursive`ly, you have to also perform:
@@ -288,7 +288,7 @@ Unfortunately on Windows there are often troubles with **Python 3.0+** versions,
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- The paragraph concerns *Visual Studio* only
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Make sure you have installed the latest version of *Visual Studio* and *CMake*. Within older versions sometimes there may occur that *Visual Studio* outputs an error associated with compiler heap space. If you don't get any error, just skip the point. It's because having *x64* project opened the solution still uses *32 bit compiler exe* and cannot allocate **more than 4G of memory**, therefore **IrrlichtBAW** is unbuildable. Furthermore *Visual Studio* doesn't provide any option to change that. Because of that you have to manually modify **.vcxproj xml** and add `x64` to `PropertyGroup` nodes. Pay attention that *CMake* generates a standard `PropertyGroup` node, but it isn't enough, because you need to put it into the target where building type is directly specified. It should look for instance as following:
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Make sure you have installed the latest version of *Visual Studio* and *CMake*. Within older versions sometimes there may occur that *Visual Studio* outputs an error associated with compiler heap space. If you don't get any error, just skip the point. It's because having *x64* project opened the solution still uses *32 bit compiler exe* and cannot allocate **more than 4G of memory**, therefore **Nabla** is unbuildable. Furthermore *Visual Studio* doesn't provide any option to change that. Because of that you have to manually modify **.vcxproj xml** and add `x64` to `PropertyGroup` nodes. Pay attention that *CMake* generates a standard `PropertyGroup` node, but it isn't enough, because you need to put it into the target where building type is directly specified. It should look for instance as following:
@@ -299,15 +299,15 @@ Make sure you have installed the latest version of *Visual Studio* and *CMake*.
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</PropertyGroup>
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```
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Current example above shows *Release* mode, but you should consider *Debug* as well. Having it done, 64bit cl.exe binary usage will be assured. When u get this problem, don't bother with editing all the **.vcxproj**s. It will probably only matter while building the engine, so the only thing you have to do is edit that **.vcxproj** you actually use - **Irrlicht.vcxproj** for instance and that's it.
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Current example above shows *Release* mode, but you should consider *Debug* as well. Having it done, 64bit cl.exe binary usage will be assured. When u get this problem, don't bother with editing all the **.vcxproj**s. It will probably only matter while building the engine, so the only thing you have to do is edit that **.vcxproj** you actually use - **Nabla.vcxproj** for instance and that's it.
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If you know a way to make *CMake* generating **.vcxproj**s already having those changes that will solve the issue, it will be great if you let us know about it :)
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#### CMake on 64bit Windows
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- Best to use *cmake-gui*
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Run *cmake-gui* and, as usually, give *CMake* root **IrrlichtBAW** directory and where you want *CMake* to put project files and click "Configure" field. When *CMake* asks you to choose compiler/IDE, make sure to check whether there's a distinct option for *64bit* mode and, if this is the case, choose this one.
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Run *cmake-gui* and, as usually, give *CMake* root **Nabla** directory and where you want *CMake* to put project files and click "Configure" field. When *CMake* asks you to choose compiler/IDE, make sure to check whether there's a distinct option for *64bit* mode and, if this is the case, choose this one.
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For single-config IDEs (Code::Blocks) you'll have to manually set `CMAKE_BUILD_TYPE` to `Debug` or `Release`. `Release` is default.
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@@ -331,95 +331,95 @@ We recommend the ***[Codelite IDE](https://codelite.org/)*** as that has a *CMak
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## First examples launching, significant notes
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Remember you have to set up **starting target project** in *Visual Studio* before you begin to launch your example. To do that click on **Solution Explorer**, find the example name, hover on it and click on **Set as StartUp Project**. You can disable building examples by `IRR_BUILD_EXAMPLES` option in *CMake*.
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Remember you have to set up **starting target project** in *Visual Studio* before you begin to launch your example. To do that click on **Solution Explorer**, find the example name, hover on it and click on **Set as StartUp Project**. You can disable building examples by `NBL_BUILD_EXAMPLES` option in *CMake*.
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## Use IrrlichtBaW in your project!
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## Use Nabla in your project!
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To get **IrrlichtBaW** to be used by an external application *without adding it as a subdirectory*,but still using a submodule, you should perform following:
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To get **Nabla** to be used by an external application *without adding it as a subdirectory*,but still using a submodule, you should perform following:
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```cmake
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list(APPEND IRR_CMAKE_ARGS "-DIRR_BUILD_DOCS:BOOL=OFF") # enable only if you have doxygen installed and detectable by cmake
If you want to use git (without a submodule) then you can use `ExternalProject_Add` with the `GIT_` properties instead.
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I recommend you use `ExternalProject_Add` instead of `add_subdirectory` for **IrrlichtBaW** as we haven't tested its use by *3rdparty* applications that use *CMake* to build themselves yet (**BaW EDU** uses it directly from *MSVC*/*make* like it's still the stone-age of build systems).
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I recommend you use `ExternalProject_Add` instead of `add_subdirectory` for **Nabla** as we haven't tested its use by *3rdparty* applications that use *CMake* to build themselves yet (**BaW EDU** uses it directly from *MSVC*/*make* like it's still the stone-age of build systems).
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## License
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**IrrlichtBAW** is released under the **[Apache 2.0](https://www.apache.org/licenses/LICENSE-2.0)** license. See [**LICENSE.md**](https://github.com/buildaworldnet/IrrlichtBAW/blob/master/LICENSE.md) for more details.
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**Nabla** is released under the **[Apache 2.0](https://www.apache.org/licenses/LICENSE-2.0)** license. See [**LICENSE.md**](https://github.com/Devsh-Graphics-Programming/Nabla/blob/master/LICENSE.md) for more details.
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## API documentation, help and extra improvements
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@@ -431,7 +431,7 @@ Permament members of *Devsh Graphics Programming Sp. z O.O.* use this to organis
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-***[@manhnt9](https://github.com/manhnt9)*****Nguyễn Tiến Mạnh** (CEGUI, Build System and Radeon Rays Proof-of-Concept Integration in Prime Engine X with IrrlichtBaW back-end)
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-***[@florastamine](https://github.com/florastamine)*****Nguyễn Ngọc Huy** (sRGB-Correct Image Loaders, CEGUI and BRDF Explorer GUI)
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#### Words of appreciation for developers whose software has been used in **IrrlichtBAW**, currently and in the past:
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#### Words of appreciation for developers whose software has been used in **Nabla**, currently and in the past:
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- The initial Irrlicht 1.8.3 codebase
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-**[OpenSSL](https://github.com/openssl/openssl)** and **[aesGladman](https://github.com/BrianGladman/aes)**
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