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Build on Mac ... #1

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TouqeerAhmad opened this issue Jul 17, 2023 · 4 comments
Open

Build on Mac ... #1

TouqeerAhmad opened this issue Jul 17, 2023 · 4 comments

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@TouqeerAhmad
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Hi,
Not sure if I would be able to get a response on such an old repo, but I am going to try anyway.
I am trying to build this project on Mac -- in the third party directory, I cloned glad, glfw, glm, and tinyply and then tried to build the project via cmake.
While glfw, glm, and tinyply are building properly for me and being added to the project, I am having issues with glad -- I think it may be due to versioning. First it complains about not having a CMakeLists.txt in glad but that gets solved by moving it out of the cmake dir in glad -- then it is not finding the .h in the includes.
Can you please specify if you recall which version of glad you used for this project as that may help me in narrowing down my issue.

Thanks!!

@greenbrettmichael
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interesting that someone has an interest in this old thing. I can maybe look at this in a couple weeks

@TouqeerAhmad
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Thank you!, I was able to run it on a standalone linux machine. I think the issue is with respect to rendering OpenGL and it not being supported in latest macOS. That caused issue either building it directly on macOS or running it on a linux server and tunneling it to see on Mac machine.
Yes pretty old, I got interested into it as a latest paper hinted on using Rosenthal & Linsens' method for cleaning point cloud:
https://openaccess.thecvf.com/content/CVPR2023/papers/Khan_Temporally_Consistent_Online_Depth_Estimation_Using_Point-Based_Fusion_CVPR_2023_paper.pdf

Section 3.1 -- in case you were curious.

@TouqeerAhmad
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Also if anybody else stumbles upon here, it needs to be cloned with --recursive flag.

@greenbrettmichael
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when I wrote this I didn't put in any package management, that's true.
image
The opengl code used is very simple and is written to support OpenGL 3.3, you definitely don't need anything new

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