int main(int argc, const char* argv[]) { initGLG3D(); GApp::Settings settings(argc, argv); // Change the window and other startup parameters by modifying the // settings class. For example: settings.window.caption = argv[0]; // Some popular resolutions: // settings.window.width = 640; settings.window.height = 400; // settings.window.width = 1024; settings.window.height = 768; settings.window.width = 1280; settings.window.height = 720; // settings.window.width = 1920; settings.window.height = 1080; // settings.window.width = OSWindow::primaryDisplayWindowSize().x; settings.window.height = OSWindow::primaryDisplayWindowSize().y; // Set to true for a significant performance boost if your app can't render at 60fps, // or if you *want* to render faster than the display. settings.window.asynchronous = true; settings.depthGuardBandThickness = Vector2int16(64, 64); settings.colorGuardBandThickness = Vector2int16(16, 16); settings.dataDir = FileSystem::currentDirectory(); // settings.screenshotDirectory = "../journal/"; return App(settings).run(); }
int main(int argc, const char* argv[]) { initGLG3D(); GApp::Settings settings(argc, argv); settings.window.caption = argv[0]; settings.window.width = 1280; settings.window.height = 720; return App(settings).run(); }
int main(int argc, const char* argv[]) { initGLG3D(); GApp::Settings settings(argc, argv); // Has to be small to avoid overloading the network settings.window.caption = argv[0]; settings.window.width = 1280; settings.window.height = 720; settings.guardBandThickness = Vector2int16(0, 0); return ChatApp(settings).run(); }
int main(int argc, const char* argv[]) { initGLG3D(); GApp::Settings settings(argc, argv); settings.window.caption = "Remote Rendering Demo"; settings.window.width = 640; settings.window.height = 400; # ifdef G3D_OSX debugPrintf("You may need to disable your firewall. See http://support.apple.com/kb/PH11309\n\n"); # endif alwaysAssertM(FileSystem::exists("www"), "Not running from the contents of the data-files directory"); return App(settings).run(); }
int main(int argc, const char* argv[]) { { G3DSpecification g3dSpec; g3dSpec.audio = false; initGLG3D(g3dSpec); } VRApp::Settings settings(argc, argv); settings.vr.debugMirrorMode = //VRApp::DebugMirrorMode::NONE;// VRApp::DebugMirrorMode::PRE_DISTORTION; settings.vr.disablePostEffectsIfTooSlow = false; settings.window.caption = argv[0]; // The debugging on-screen window, and the size of the 2D HUD virtual layer in VR in pixels. // Because DK2 is relatively low resolution, don't make this too large. settings.window.width = 1280; settings.window.height = 700; // Full screen minimizes latency (we think), but when debugging (even in release mode) // it is convenient to not have the screen flicker and change focus when launching the app. settings.window.fullScreen = false; settings.window.resizable = false; settings.window.framed = ! settings.window.fullScreen; // Oculus already provides a huge guard band settings.hdrFramebuffer.depthGuardBandThickness = Vector2int16(0, 0); settings.hdrFramebuffer.colorGuardBandThickness = Vector2int16(0, 0); // Async must be true for VR settings.window.asynchronous = true; settings.renderer.deferredShading = true; settings.renderer.orderIndependentTransparency = true; settings.dataDir = FileSystem::currentDirectory(); settings.screenshotDirectory = ""; const int result = App(settings).run(); return result; }
int main(int argc, const char* argv[]) { initGLG3D(); # ifdef G3D_WINDOWS if (! FileSystem::exists("phong.pix", false) && FileSystem::exists("G3D.sln", false)) { // The program was started from within Visual Studio and is // running with cwd = G3D/VC10/. Change to // the appropriate sample directory. chdir("../samples/pixelShader/data-files"); } else if (FileSystem::exists("data-files")) { chdir("data-files"); } # endif GApp::Settings settings(argc, argv); settings.colorGuardBandThickness = Vector2int16(0, 0); settings.depthGuardBandThickness = Vector2int16(0, 0); return App(settings).run(); }
int main(int argc, const char* argv[]) { { G3DSpecification g3dSpec; g3dSpec.audio = false; initGLG3D(g3dSpec); } GApp::Settings settings(argc, argv); // Change the window and other startup parameters by modifying the // settings class. For example: settings.window.caption = argv[0]; // settings.window.debugContext = true; // settings.window.width = 854; settings.window.height = 480; // settings.window.width = 1024; settings.window.height = 768; settings.window.width = 1280; settings.window.height = 720; // settings.window.width = 1920; settings.window.height = 1080; // settings.window.width = OSWindow::primaryDisplayWindowSize().x; settings.window.height = OSWindow::primaryDisplayWindowSize().y; settings.window.fullScreen = false; settings.window.resizable = ! settings.window.fullScreen; settings.window.framed = ! settings.window.fullScreen; # ifdef G3D_DEBUG settings.window.debugContext = true; # endif // Set to true for a significant performance boost if your app can't render at 60fps, // or if you *want* to render faster than the display. settings.window.asynchronous = false; settings.hdrFramebuffer.depthGuardBandThickness = Vector2int16(0, 0); settings.hdrFramebuffer.colorGuardBandThickness = Vector2int16(0, 0); settings.dataDir = FileSystem::currentDirectory(); settings.screenshotDirectory = ""; //settings.window.defaultIconFilename = "icon.png"; return App(settings).run(); }
void testFullRender(bool generateGoldStandard) { initGLG3D(); GApp::Settings settings; settings.window.caption = "Test Renders"; settings.window.width = 1280; settings.window.height = 720; settings.film.preferredColorFormats.clear(); settings.film.preferredColorFormats.append(ImageFormat::RGB32F()); // Enable vsync. Disable for a significant performance boost if your app can't render at 60fps, // or if you *want* to render faster than the display. settings.window.asynchronous = false; settings.depthGuardBandThickness = Vector2int16(64, 64); settings.colorGuardBandThickness = Vector2int16(16, 16); settings.dataDir = FileSystem::currentDirectory(); if(generateGoldStandard) { // Warning! Do not change these directories without changing the App... it relies on these directories to tell what mode we are in settings.screenshotDirectory = "../data-files/RenderTest/GoldStandard"; } else { settings.screenshotDirectory = "../data-files/RenderTest/Results"; } int result = App(settings).run(); testAssertM(result == 0 ,"App failed to run"); }