For QLMesh (and some other projects), I am running my own fork of Asset Import Library. The difference: it is amalgamated build - all sources are merged into one file (including dependencies). Since Assimp recently switched to miniz, I have replaced remaining references to zlib with miniz - so zlib is not required too.
drwxr-xr-x 85 piecuchp staff 2890 Jan 17 23:34 assimp -rw-r--r-- 1 piecuchp staff 4921627 Jan 17 23:34 assimp.
If you, like me, are a user of Kate editor, might be feeling a bit disappointed of quite old build of Kate editor available on official KDE page. Fortunately, build system for KDE (Craft) made compiling Kate relatively painless process (yet, getting working final bundle still require some hacking) so here are the .dmg for Kate and Kwrite (ver. 18.04):
Kwrite dmg Kate dmg
I have prepared another update to QLMesh: ver. 2.1 add performance improvements (plugin is better handling big bitmaps), major update of Open Asset Library and support for new format: Photoshop Patterns (PAT) files - both RGB and CMYK formats are supported. New version is also build against OSX SDK 10.13, since I have finally updated my MacBook to Sierra.
For QLMesh (and some other projects), I am running my own fork of Asset Import Library. The difference: it is amalgamated build - all sources are merged into one file (including dependencies). Since Assimp recently switched to miniz, I have replaced remaining references to zlib with miniz - so zlib is not required too.
drwxr-xr-x 85 piecuchp staff 2890 Jan 17 23:34 assimp -rw-r--r-- 1 piecuchp staff 4921627 Jan 17 23:34 assimp.
I am quite happy I finally had time to release a new version of QLMesh. With multitude of 3d files, having such a quick tool is always nice welcome.
But also relaying on built-in generator made the whole code simpler and cleaner - previous version had a lot of code that suppose to work only in non-sandboxed environment (like texture support in 3d view). But after AppStore release most of this code was not in use.
Current version (1.1) is using Mesa3D for offline rendering, but somehow I not happy with this solution. The new build is using OSX built-in support for COLLADA/ASE format - this much more convenience in daily use.
QLMesh can preview quite large models (probably event bigger in version 2), still there is a QuickLook memory allocation limit 120MB:
QuickLookSatellite[2904]: [QL] Using too much memory (183 MB), hit critical threshold (120 MB), exiting immediately to clean up.
generator is a nice library for procedural geometry generation available on github. One missing piece is an example how to use this code in graphics applications - here is my demo written in Qt:
You can get the code for the example from this location. I made a few small changes to the library to make it possible to compile on my Macbook - changed version (including make .pri file) can be found here if necessary.
I have collected (from different sources) several gamedev-related tools at https://github.com/ppiecuch/gamedevtools. Plus preparing a Qt-based examples for these.
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