Fragmentarium 2.0 packages for OSX , Linux and Windows

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Offline SCORPION

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« Reply #15 on: December 30, 2017, 11:48:56 AM »
The most common fix is putting #include "MathUtils.frag" before #include "DE-Raytracer.frag",  *rand(*) functions are now in MathUtils.frag

Yes, I noticed this. But the problem is that the other Raytracers have a "rand", but do not have a "mat3  rotationMatrix3", so they do not start. It is necessary to remodel all Raytracers.
Another problem - the textures are turned upside down. Why?
In older versions of the program there is no problem..

Russian language was defined and got out automatically. It's good. But not everything I like and needs to be corrected. How to do it?

Offline claude

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« Reply #16 on: December 30, 2017, 08:06:13 PM »
Quote
The most common fix is putting #include "MathUtils.frag" before #include "DE-Raytracer.frag"
Shouldn't it be better if DE-Raytracer include MathUtils itself, if it needs it?

Offline L?thien

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« Reply #17 on: December 31, 2017, 12:06:03 AM »
:o 8) >:D
now just need to get some feedback on the OSX dmg

I tried installing and running the Dec. 25 Mac OS binary but I can't get it to run: it briefly displays the application menu and then exits.
Trying to run the application from the command line suggests that there may be an issue with how the app bundle was packaged:

Code: [Select]
doriath:Fragmentarium-2 luthien$ open -a Fragmentarium-2.0.b
Unable to find application named 'Fragmentarium-2.0.b'

If you want I can try to figure it out ... it's been a while since I wrote a desktop app but this shouldn't be too hard to fix.

Offline 3DickUlus

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« Reply #18 on: December 31, 2017, 01:14:12 AM »
@SCORPION when implementing textureCUBE I adjusted the texture image loading to mirrored but neglected to put it inside the test where it belongs so in DisplayWidget.cpp at lines 617 - 633 it should look like this...
Code: [Select]
                else if ( im.load ( texturePath ) ) { // Qt format image, Qt 5+ loads EXR format on linux
                   
                    if(type == GL_SAMPLER_CUBE) {
                        QImage t = convertToGLFormat ( im.mirrored(true,true) );
                        glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, t.width(), t.width(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.scanLine(t.width()*0) );
                        glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, t.width(), t.width(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.scanLine(t.width()*1) );
                        glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, t.width(), t.width(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.scanLine(t.width()*2) );
                        glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, t.width(), t.width(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.scanLine(t.width()*3) );
                        glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, t.width(), t.width(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.scanLine(t.width()*4) );
                        glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, t.width(), t.width(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.scanLine(t.width()*5) );
                    } else {
                      QImage t = convertToGLFormat ( im );
                      glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGBA, t.width(), t.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.bits() );
                    }
                   
                    loaded = true;
                }
... where the convertToGLFormat() calls are different for CUBE texture and regular 2D texture.  this will be in next commit on github. Thanks for pointing this out :D

@claude I would like to see all required files included at the beginning of the user frag code so that it is immediately obvious what files are needed as dependencies. Ultimately it's up to the user. I did this because there were many different rand() functions that, I thought, should be a part of MathUtils.frag along with a few other considerations.

@ L?thien the zip file is an archive of the results of running Qt's macdeployqt tool, if you unzip it you should see a mac app folder with...

Fragmentarium-2.0.b.app ->
          Contents ->
                    Frameworks/
                    MacOS/
                    Plugins/
                    Resources/
                 Info.plist

...the executable and support files are all in MacOS folder (should probably be Application/ or some such) but this is the hierarchy that macdeployqt created. I'm not a Mac user and I trusted that the deployment tool provided by Qt would set it up properly :P

Any and all input is appreciated  :yes:
Resistance is fertile... you will be illuminated!

https://en.wikibooks.org/wiki/Fractals/fragmentarium

Offline L?thien

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« Reply #19 on: December 31, 2017, 01:15:02 PM »
@ L?thien the zip file is an archive of the results of running Qt's macdeployqt tool, if you unzip it you should see a mac app folder with...

Fragmentarium-2.0.b.app ->
          Contents ->
                    Frameworks/
                    MacOS/
                    Plugins/
                    Resources/
                 Info.plist

...the executable and support files are all in MacOS folder (should probably be Application/ or some such) but this is the hierarchy that macdeployqt created. I'm not a Mac user and I trusted that the deployment tool provided by Qt would set it up properly :P

Any and all input is appreciated  :yes:

That's indeed what I'm seeing, and that's what it should look like. From the Finder those .app directories behave like (executable) files.
Maybe there's a mismatch in the Info.plist, I'll have a look at it and report back when I figured it out.

Offline L?thien

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« Reply #20 on: December 31, 2017, 03:02:09 PM »
I tried a couple of things. I noticed that the xattr flags were set to com.apple.quarantine (maybe something with signing the app?).
Clearing those didn't make any difference though.
Just to make sure, I upgraded my own installation of QT5 using homebrew (though I don't know if that's even necessary), but that didn't do the trick either.

Here's the last one (I thought skipping some lines for brevity, but I have no idea what might be relevant):

Code: [Select]
Process:               Fragmentarium-2.0.b [7907]
Path:                  /Applications/FUN/*/Fragmentarium-2.0.b.app/Contents/MacOS/Fragmentarium-2.0.b
Identifier:            ???
Version:               ??? (???)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           Fragmentarium-2.0.b [7907]
User ID:               501

Date/Time:             2017-12-31 14:41:01.054 +0100
OS Version:            Mac OS X 10.13.1 (17B1003)
Report Version:        12
Anonymous UUID:        1C3F3411-88E1-9463-F513-7606766FB8EA

Sleep/Wake UUID:       C2AA3241-3C94-4EDB-9A88-B5F75B50FC12

Time Awake Since Boot: 220000 seconds
Time Since Wake:       5400 seconds

System Integrity Protection: enabled

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000050
Exception Note:        EXC_CORPSE_NOTIFY

Termination Signal:    Segmentation fault: 11
Termination Reason:    Namespace SIGNAL, Code 0xb
Terminating Process:   exc handler [0]

VM Regions Near 0x50:
-->
    __TEXT                 000000010b324000-000000010b400000 [  880K] r-x/rwx SM=COW  - [/Applications/FUN/3dfractals/Fragmentarium-2/Fragmentarium-2.0.b.app/Contents/MacOS/Fragmentarium-2.0.b]

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0                                  0x000000010b3641a1 Fragmentarium::GUI::MainWindow::init() + 705
1                                  0x000000010b365ad1 Fragmentarium::GUI::MainWindow::MainWindow(QSplashScreen*) + 865
2                                  0x000000010b3c25f4 main + 2260
3   libdyld.dylib                  0x00007fff7987b145 start + 1

Thread 1:
0   libsystem_kernel.dylib        0x00007fff799cb6da __workq_kernreturn + 10
1   libsystem_pthread.dylib        0x00007fff79b0506a _pthread_wqthread + 1035
2   libsystem_pthread.dylib        0x00007fff79b04c4d start_wqthread + 13

Thread 2:
0   libsystem_kernel.dylib        0x00007fff799cb6da __workq_kernreturn + 10
1   libsystem_pthread.dylib        0x00007fff79b0526f _pthread_wqthread + 1552
2   libsystem_pthread.dylib        0x00007fff79b04c4d start_wqthread + 13

Thread 3:
0   libsystem_kernel.dylib        0x00007fff799cb6da __workq_kernreturn + 10
1   libsystem_pthread.dylib        0x00007fff79b0526f _pthread_wqthread + 1552
2   libsystem_pthread.dylib        0x00007fff79b04c4d start_wqthread + 13

Thread 4:
0   libsystem_kernel.dylib        0x00007fff799cb6da __workq_kernreturn + 10
1   libsystem_pthread.dylib        0x00007fff79b0526f _pthread_wqthread + 1552
2   libsystem_pthread.dylib        0x00007fff79b04c4d start_wqthread + 13

Thread 5:
0   libsystem_kernel.dylib        0x00007fff799cb6da __workq_kernreturn + 10
1   libsystem_pthread.dylib        0x00007fff79b0526f _pthread_wqthread + 1552
2   libsystem_pthread.dylib        0x00007fff79b04c4d start_wqthread + 13

Thread 6:
0   libsystem_kernel.dylib        0x00007fff799cb6da __workq_kernreturn + 10
1   libsystem_pthread.dylib        0x00007fff79b0526f _pthread_wqthread + 1552
2   libsystem_pthread.dylib        0x00007fff79b04c4d start_wqthread + 13

Thread 7:
0   libsystem_kernel.dylib        0x00007fff799cb6da __workq_kernreturn + 10
1   libsystem_pthread.dylib        0x00007fff79b0526f _pthread_wqthread + 1552
2   libsystem_pthread.dylib        0x00007fff79b04c4d start_wqthread + 13

Thread 0 crashed with X86 Thread State (64-bit):
  rax: 0x0000000000000000  rbx: 0x00007fa33a020a00  rcx: 0x0000000000000002  rdx: 0x000000010c712400
  rdi: 0x0000000000001f00  rsi: 0x000060c000275b20  rbp: 0x00007ffee48dadb0  rsp: 0x00007ffee48daa40
   r8: 0x00007fa33c00d7d0   r9: 0x0000000000000590  r10: 0x00000001110fa310  r11: 0x00005ffef4e81d60
  r12: 0x00007ffee48dada0  r13: 0x00007ffee48daa60  r14: 0x00007fa33c00c4c0  r15: 0x00007fa33c00c4c0
  rip: 0x000000010b3641a1  rfl: 0x0000000000010202  cr2: 0x0000000000000050
 
Logical CPU:     0
Error Code:      0x00000004
Trap Number:     14


Binary Images:
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       0x111145000 -        0x111676fff  com.apple.driver.AppleIntelHD4000GraphicsGLDriver (10.28.29 - 10.2.8) <AE1C48DA-711C-33B3-80E0-D1451A8960D2> /System/Library/Extensions/AppleIntelHD4000GraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHD4000GraphicsGLDriver
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    0x7fff4d192000 -     0x7fff4d84cff7  libclh.dylib (10.26.6) <3E3EED7F-8EB5-37F0-B753-728444A5CE6B> /System/Library/Extensions/GeForceGLDriver.bundle/Contents/MacOS/libclh.dylib
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    0x7fff7987a000 -     0x7fff79897ff7  libdyld.dylib (519.2.1) <2597D818-42D2-3375-BD9D-451D5942A6BA> /usr/lib/system/libdyld.dylib
    0x7fff79898000 -     0x7fff79898ffb  libkeymgr.dylib (28) <6D84A96F-C65B-38EC-BDB5-21FD2C97E7B2> /usr/lib/system/libkeymgr.dylib
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    0x7fff798ca000 -     0x7fff79953ff7  libsystem_c.dylib (1244.20.1) <E0A0A865-AFE5-3230-B535-772D3177D093> /usr/lib/system/libsystem_c.dylib
    0x7fff79954000 -     0x7fff79957ffb  libsystem_configuration.dylib (963) <D7EFEAE6-22A0-348E-BBBE-44FFD41934FA> /usr/lib/system/libsystem_configuration.dylib
    0x7fff79958000 -     0x7fff7995bffb  libsystem_coreservices.dylib (51) <21A488D0-2D07-344E-8631-CC8B2A246F35> /usr/lib/system/libsystem_coreservices.dylib
    0x7fff7995c000 -     0x7fff7995dfff  libsystem_darwin.dylib (1244.20.1) <4E340966-7DE7-38C4-8408-3708E592C21D> /usr/lib/system/libsystem_darwin.dylib
    0x7fff7995e000 -     0x7fff79964ff7  libsystem_dnssd.dylib (878.20.3) <AB5B8E5E-75CD-3695-B89B-77DF73E3EDB1> /usr/lib/system/libsystem_dnssd.dylib
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    0x7fff79afa000 -     0x7fff79b01ff7  libsystem_platform.dylib (161.20.1) <9090E7AA-5F8F-31BA-8476-7B7122CC82BC> /usr/lib/system/libsystem_platform.dylib
    0x7fff79b02000 -     0x7fff79b0dfff  libsystem_pthread.dylib (301.20.1) <8AF70211-A670-3CC7-AE24-EFE9F1C2B1E5> /usr/lib/system/libsystem_pthread.dylib
    0x7fff79b0e000 -     0x7fff79b11ff3  libsystem_sandbox.dylib (765.21.1) <FAC0DA75-892E-3161-9D6A-2F999D8519B6> /usr/lib/system/libsystem_sandbox.dylib
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    0x7fff79b14000 -     0x7fff79b1bff7  libsystem_symptoms.dylib (820.20.3) <4439B818-4C84-30E9-91B5-B7766FA74650> /usr/lib/system/libsystem_symptoms.dylib
    0x7fff79b1c000 -     0x7fff79b2fff7  libsystem_trace.dylib (829.20.1) <878582CE-0647-31DD-92C3-AFCD5C3A714D> /usr/lib/system/libsystem_trace.dylib
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    0x7fff79b37000 -     0x7fff79b63ff7  libxpc.dylib (1205.20.31) <58676E88-35FD-3CF3-99BB-2A82E09F8058> /usr/lib/system/libxpc.dylib

External Modification Summary:
  Calls made by other processes targeting this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by all processes on this machine:
    task_for_pid: 20979864
    thread_create: 0
    thread_set_state: 16116

VM Region Summary:
ReadOnly portion of Libraries: Total=375.9M resident=0K(0%) swapped_out_or_unallocated=375.9M(100%)
Writable regions: Total=2.2G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.2G(100%)
 
                                  VIRTUAL   REGION
REGION TYPE                          SIZE    COUNT (non-coalesced)
===========                       =======  =======
Accelerate framework                 128K        2
Activity Tracing                     256K        2
CG backing stores                    992K        3
CoreGraphics                           8K        2
CoreImage                             24K        3
CoreUI image data                     80K        2
CoreUI image file                    180K        4
Foundation                             4K        2
JS JIT generated code              128.0M        2
JS JIT generated code (reserved)     1.9G        2         reserved VM address space (unallocated)
JS VM register file (reserved)      4160K        2         reserved VM address space (unallocated)
Kernel Alloc Once                      8K        2
MALLOC                             148.7M       38
MALLOC guard page                     48K       10
MALLOC_LARGE (reserved)              160K        2         reserved VM address space (unallocated)
STACK GUARD                         56.0M        9
Stack                               11.6M        9
VM_ALLOCATE                           68K       11
VM_ALLOCATE (reserved)                 8K        3         reserved VM address space (unallocated)
WebAssembly memory                   256K        2
WebKit Malloc                       1184K        5
__DATA                              33.2M      252
__FONT_DATA                            4K        2
__GLSLBUILTINS                      2588K        2
__LINKEDIT                         192.8M       20
__TEXT                             183.1M      250
__UNICODE                            560K        2
mapped file                         55.6M       17
shared memory                       2768K       11
===========                       =======  =======
TOTAL                                2.7G      644
TOTAL, minus reserved VM space     817.9M      644


Offline L?thien

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« Reply #21 on: December 31, 2017, 06:46:47 PM »
I just realised that instead of roaming the remote corners of the internet, collecting clues to what turns out not to be the solution after all, it's probably a lot more fun to try and build the app myself.
I've sort of half-looked into QT some time ago while searching for a GUI toolkit to use for another app, but the downloads required to use QT for development grew to such a frightening size that I gave up. Maybe I misunderstood something, I don't know.

Anyhow, I found the Mac OS build instructions for the previous version of Fragmentarium here and that didn't seem too daunting. I even have QT5 installed already (using Homebrew) and a recent version of Xcode.

- Preparing the source - (OK)
- loading the xcode project - one minor warning pertaining to some of those Info.plist properties not defined - (fixed)
- compiling the project - six warnings ('possible misuse of comma operator' and a 'value conversion issue') and one 'lexical or preprocessor issue' error: 'QDomDocument' file not found

/Users/luthien/git/graphics/FragM/Fragmentarium-Source/ThirdPartyCode/Highlighter.h

#37      #include <QDomDocument>

   In file included from /Users/luthien/git/graphics/FragM/Fragmentarium-Source/Fragmentarium/Main.cpp:8:
   In file included from Fragmentarium/GUI/MainWindow.h:19:


Can you confirm if you have that QDomDocument somewhere in the QT resources? Maybe I'm missing some required stuff.

Offline 3DickUlus

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« Reply #22 on: December 31, 2017, 08:16:04 PM »
@ L?thien Yes /usr/include/qt5/QtXml/QDomDocument

The text found at github.com/Syntopia/Fragmentarium describes the process for building v1.0

Building v2.0 on mac requires jumping through a few hoops, fortunately I've done it via TravisCL, a build service integrated with github, these are the steps from the current github build script...

install and setup prerequisites...
Code: [Select]
      brew update
      brew tab homebrew/versions
      brew unlink gcc
      brew install gcc48
      brew link --overwrite gcc@4.8
      export PATH=/usr/local/bin:$PATH
      export CC=/usr/local/bin/gcc-4.8
      export CXX=/usr/local/bin/g++-4.8

      brew install qt5
      export QTDIR="/usr/local/opt/qt"
      export LDFLAGS="-L/usr/local/opt/qt/lib"
      export CPPFLAGS="-I/usr/local/opt/qt/include"

      brew install ilmbase openexr
      brew unlink openexr
      brew link --overwrite openexr
      brew unlink ilmbase
      brew link --overwrite ilmbase

      brew unlink cmake
      brew install cmake

      export PATH="$QTDIR/bin:$PATH"

this script executes every time I build on TravisCI because it starts with a fresh virtual machine with no extra stuff installed, on your system you will only have to do updating and installing once but the export commands may have to be added to the Mac equivalent of startup script, Qt install should take care of some of them but the GCC48 stuff might need some attention.

then to compile the sources...
Code: [Select]
      mkdir Fragmentarium-Source/build
      cd Fragmentarium-Source/build

       cmake -DNVIDIAGL4PLUS=ON -DUSE_OPEN_EXR=ON -DCMAKE_INSTALL_PREFIX=../../ ..
       make install

the cmake INSTALL_PREFIX=../../ command simply sets make to install a couple of steps up the tree outside of Fragmentarium's source tree.

then the script creates the version/build numbers from the sources...
Code: [Select]
    export VERSION_NUMBER=`grep "version =" ../Fragmentarium/GUI/MainWindow.cpp | sed "s/[^0-9,]//g" | sed "s/,/\./g" | sed "s/.$//g" | sed "s/.......$//g"`
    export BUILD_NUMBER=`grep "version =" ../Fragmentarium/GUI/MainWindow.cpp | sed "s/[^0-9,]//g" | sed "s/,/\./g" | sed "s/.$//g" | sed "s/$*[0-9]\.//g"`

prepares the app.dir...
Code: [Select]
      cd ../../Fragmentarium-2.0.0
      mv ./Examples ./Fragmentarium-2.0.0.app/Contents/MacOS/Examples
      mv ./fqScript ./Fragmentarium-2.0.0.app/Contents/MacOS/fqScript
      mv ./Misc ./Fragmentarium-2.0.0.app/Contents/MacOS/Misc
      mv ./Languages ./Fragmentarium-2.0.0.app/Contents/MacOS/Languages

executes macdeployqt to gather the libraries that FragM relies on...
Code: [Select]
      macdeployqt ./Fragmentarium-2.0.0.app
and puts it all in a zip archive ready for uploading to github...
Code: [Select]
      cd ../
     
      ditto -c -k ./Fragmentarium-2.0.0 ./Fragmentarium-2.0.0.zip
      mv ./Fragmentarium-2.0.0.zip ./Fragmentarium-Source/build/Fragmentarium-$VERSION_NUMBER-$BUILD_NUMBER-x86_64-apple-darwin15.6.0.zip

as I said "I am not a Mac user" so the mac coredump only tells me that FragM crashed during init(), possibly something to do with splashscreen() ???
Please don't post coredumps here on FF, feel free to send me a PM with the complete text but it's not terribly helpful, in this case I would attribute the crash to the fact that you may be using GCC version other than 4.8 or maybe don't have OpenEXR libs installed or my packaging is entirely wrong ?
I'm working on a remote machine so no access to the Mac display and keyboard, there may be problems with the nVidia or OpenEXR options so to be safe maybe set them to OFF when you run cmake (unless OpenEXR and nVidia stuff is installed) and turn them back on later for a re-build after a successful build and run...
Code: [Select]
      cd Fragmentarium-Source/build
      cmake -DNVIDIAGL4PLUS=OFF -DUSE_OPEN_EXR=OFF  -DCMAKE_INSTALL_PREFIX=<where you want FragM files> ..
when using cmake don't forget the ".." at the end, that tells it to use the CMakeLists.txt file immediately above the build folder.

I have posted this here rather than a PM so that others might offer suggestions or input too.  :thumbs: :yes:

Offline 3DickUlus

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« Reply #23 on: January 01, 2018, 08:42:50 PM »
I found the mac build had errors in the logs on TravisCI, not immediately apparent in their web interface, no fatal errors but I did get them cleaned up.
TraviCI is now using Target: x86_64-apple-darwin 16.7.0

Offline julofi

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« Reply #24 on: June 20, 2018, 09:57:53 PM »
Hi
I have just unzipped for first time Fragmentarium 2. I haven't tried anything with it yet.
Anyway, there are four executable files:
Fragmentarium-2.0.0-nonv-exr.exe, Fragmentarium-2.0.0-nonv-noexr.exe, Fragmentarium-2.0.0-nv-exr.exe, Fragmentarium-2.0.0-nv-noexr.exe

I guess that nv and nonv means nvidia cards and not nvidia cards respectively. What does exr mean? What is the difference with the noexr version?
My computer has a very odd configuration. It is an i4770 with 16 GB ram, but the GPU is a Nvidia 9800GT (from my older computer). Which version should I do use?
Thanks.

Offline claude

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« Reply #25 on: June 20, 2018, 11:24:45 PM »
I think nv vs nonv is overloaded to mean "opengl 4 capable" vs "not opengl 4 capable", as well as adding some nvidia-specific stuff like shader disassembly (for expert users). I'd try the nv version first and see if it doesn't crash or fail in other ways.

I think exr is a high dynamic range image format, if the exr version only adds support for it and doesn't remove any features I don't see any need for the noexr version.  But I'm not sure what the deal is exactly.

Offline 3DickUlus

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« Reply #26 on: June 21, 2018, 05:48:58 AM »
I think nv vs nonv is overloaded to mean "opengl 4 capable" vs "not opengl 4 capable", as well as adding some nvidia-specific stuff like shader disassembly (for expert users). I'd try the nv version first and see if it doesn't crash or fail in other ways.

1. correct, the nonv version doesn't have nVidia specific stuff like shader disassembly and lets Qt decide on the profile and format for GL context. This means that if your gfx card doesn't support the required features it won't run and may crash.

I think exr is a high dynamic range image format, if the exr version only adds support for it and doesn't remove any features I don't see any need for the noexr version.  But I'm not sure what the deal is exactly.

2. correct, the EXR versions are compiled against OpenEXR 2.1 and require installing that package for your OS. The Windows version (1.0.31) is linked to the static libs so no extras needed on Windows systems.

Offline julofi

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« Reply #27 on: June 21, 2018, 03:56:52 PM »
Thanks for your answers.
My graphics card doesn't support OpenGL 4.0 so I must choose a nonv version.
And it seems exr is not interesting for me. So noexr too.
Btw, for some reason I can launch all the executable files except the nv-exr version. That one does nothing at all.

Offline 3DickUlus

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« Reply #28 on: June 22, 2018, 01:51:01 AM »
if your card doesn't support at least GL4.1 and you don't have the OpenEXR libs installed then the nv-exr version is expected to fail.

there is a bool flag (checkbox) in some frags named "Depth to Alpha" that allows storing the depth values in the alpha channel of EXR formatted images, EXR also stores  values as float32 for higher dynamic range, these are the only features that using EXR contributes, not really required unless you want to do some heavy post processing after rendering.

Offline 3DickUlus

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« Reply #29 on: June 24, 2018, 08:59:37 PM »
bump...

EXR format also allows writing tiles to image files, this means image size can exceed the Qt internal pixmap limit of 8192x8192 because we don't have to reserve the entire space in memory while rendering. This may have changed with later versions of Qt but was the case with the version (5.2?) at the time of writing.


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