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 Post subject: Grit is now on Github
PostPosted: Sun May 08, 2016 1:37 am 
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Supreme Tyrant of All
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Joined: Sat Mar 27, 2010 1:13 pm
Posts: 769
Welcome to the dawning of a new empire!

Ok the situation is a bit more complicated than that. To recap:

Previously we had an svn repository on sourceforge that had everything in it -- C++ code, tangential projects (like luaimg), prebuilt executables, forked dependencies, game logic and assets.

Now, all code except game logic (i.e. the Lua files) is split into a range of Github repositories, all owned by me (sparkprime). In addition to that, other binary files (like ico files, raw psds, etc) are now moved to a Google Cloud Storage bucket called grit-engine where they are publicly available https://storage.googleapis.com/grit-engine/

The only remaining files in the svn are the content of the grit_core/media directory, which is now moved to the root of svn. So now, the repo actually /is/ the game directory. We will continue to use it for this purpose (i.e. keeping Lua scripts that define game modes, asset libraries, etc). Releases will also be based on this tree, i.e. now users will get a zip file containing a game directory, and will not be confused about where the exe actually is.

The github repositories containing all the code are as follows:


Those of you who have no interest rebuilding the C++ code, keep using the SVN but be aware of the new directory layout!

Those of you who want to build C++, please clone grit-engine and move your svn checkout to grit-engine/media. That will allow scripts to put freshly-built executables into svn for you.


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 Post subject: Re: Grit is now on Github
PostPosted: Sun May 08, 2016 1:41 am 
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I plan in time to set up a Github "team" to allow write access to the repo for a small group of programmers. However in the mean time you can still fork and submit PRs, so don't wait for that.

Access control to the svn repo is unchanged.


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 Post subject: Re: Grit is now on Github
PostPosted: Wed May 25, 2016 9:44 pm 
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Joined: Sun Dec 14, 2014 8:08 am
Posts: 18
A little different, but I see many great things coming from this. I use Github for all my code.


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 Post subject: Re: Grit is now on Github
PostPosted: Fri Jun 17, 2016 11:51 pm 
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Joined: Fri Jun 17, 2016 11:44 pm
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Hi,

I'm using Ubuntu 14.04 and I've compiled grit using the git repository, but when I launch ./grit I see this error:

ERROR (engine/main.cpp:146): Fatal error: Loading Lua file: File not found: "/system/init.lua"
VERBOSE (engine/main.cpp:152): Shutting down Lua net subsystem...
VERBOSE (engine/main.cpp:160): Shutting down Lua graphics subsystem...
VERBOSE (engine/main.cpp:164): Shutting down Background Loader...
VERBOSE (engine/main.cpp:168): Shutting down Mouse & Keyboard...
VERBOSE (engine/main.cpp:173): Shutting down clipboard...
VERBOSE (engine/main.cpp:176): Shutting down Lua VM...
VERBOSE (engine/main.cpp:179): Shutting down audio subsystem...
VERBOSE (engine/main.cpp:182): Shutting down physics subsystem...
VERBOSE (engine/main.cpp:185): Shutting down the physics debug drawer...
VERBOSE (engine/main.cpp:188): Shutting down the Graphics subsystem...
DefaultWorkQueue('Root') shutting down on thread 139991014303808.
DefaultWorkQueue('Root')::WorkerFunc - thread 139990801254144 stopped.
DefaultWorkQueue('Root')::WorkerFunc - thread 139990826432256 stopped.
DefaultWorkQueue('Root')::WorkerFunc - thread 139990809646848 stopped.
DefaultWorkQueue('Root')::WorkerFunc - thread 139990818039552 stopped.
*-*-* OGRE Shutdown
Unregistering ResourceManager for type Compositor
Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Mesh
Unregistering ResourceManager for type HighLevelGpuProgram
Unregistering ResourceManager for type Material


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 Post subject: Re: Grit is now on Github
PostPosted: Sun Jun 19, 2016 2:41 am 
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you are probably running Grit from the main directory, execute "copy_executables_to_media.sh" and then execute media/Grit.linux.x86_64


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 Post subject: Re: Grit is now on Github
PostPosted: Sun Jun 19, 2016 4:55 am 
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Augusto Moura wrote:
you are probably running Grit from the main directory, execute "copy_executables_to_media.sh" and then execute media/Grit.linux.x86_64


Yes I was running it from the same directory.

I've now excuted copy_executables_to_media.sh. There were no /media and /media/Tools directories so I created them and then I executed media/Grit.linux.x86_64, but I still see that error:

./Grit.linux.x86_64
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
ArchiveFactory for archive type FileSystem registered.
DDS codec registering
FreeImage version: 3.15.4
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti
PVRTC codec registering
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
*-*-* OGRE Initialising
*-*-* Version 1.9.0 (Ghadamon)
Installing plugin: Octree Scene Manager
Plugin successfully installed
Installing plugin: Cg Program Manager
Plugin successfully installed
OpenGL Rendering Subsystem created.
Rendersystem options:
Display Frequency (mutable) { }
FSAA (mutable) { 0, 16, 2, 4, 8 }
Fixed Pipeline Enabled (mutable) { Yes, No }
Full Screen (mutable) { No, Yes }
RTT Preferred Mode (mutable) { FBO, PBuffer, Copy }
VSync (mutable) { No, Yes }
Video Mode (mutable) { 640 x 480, 720 x 480, 720 x 576, 800 x 600, 1024 x 768, 1280 x 720, 1280 x 800, 1280 x 1024, 1366 x 768, 1440 x 900, 1680 x 1050, 1920 x 1080 }
sRGB Gamma Conversion (mutable) { No, Yes }
CPU Identifier & Features
-------------------------
* CPU ID: AuthenticAMD: AMD Athlon(tm) II X4 630 Processor
* SSE: yes
* SSE2: yes
* SSE3: yes
* MMX: yes
* MMXEXT: yes
* 3DNOW: yes
* 3DNOWEXT: yes
* CMOV: yes
* TSC: yes
* FPU: yes
* PRO: yes
* HT: no
-------------------------
******************************
*** Starting GLX Subsystem ***
******************************
Registering ResourceManager for type Texture
GLRenderSystem::_createRenderWindow "Grit Game Window", 1920x1080 windowed miscParams: FSAA=0 displayFrequency=50 Hz gamma=No vsync=Yes
GLXWindow::create used FBConfigID = 261
GL_VERSION = 4.5.0 NVIDIA 352.93
GL_VENDOR = NVIDIA Corporation
GL_RENDERER = GeForce GTX 570/PCIe/SSE2
GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
Supported GLX extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage GLX_NV_copy_image GLX_ARB_get_proc_address
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_L8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4L4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_BYTE_LA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R3G3B2 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
[GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: nvidia
Device Name: GeForce GTX 570/PCIe/SSE2
Driver Version: 4.5.0.0
* Fixed function pipeline: yes
* Hardware generation of mipmaps: yes
* Texture blending: yes
* Anisotropic texture filtering: yes
* Dot product texture operation: yes
* Cube mapping: yes
* Hardware stencil buffer: yes
- Stencil depth: 8
- Two sided stencil support: yes
- Wrap stencil values: yes
* Hardware vertex / index buffers: yes
* 32-bit index buffers: yes
* Vertex programs: yes
* Number of floating-point constants for vertex programs: 1024
* Number of integer constants for vertex programs: 0
* Number of boolean constants for vertex programs: 0
* Fragment programs: yes
* Number of floating-point constants for fragment programs: 512
* Number of integer constants for fragment programs: 0
* Number of boolean constants for fragment programs: 0
* Geometry programs: yes
* Number of floating-point constants for geometry programs: 2048
* Number of integer constants for geometry programs: 0
* Number of boolean constants for geometry programs: 0
* Tesselation Hull programs: no
* Number of floating-point constants for tesselation hull programs: 25185
* Number of integer constants for tesselation hull programs: 25964
* Number of boolean constants for tesselation hull programs: 30047
* Tesselation Domain programs: no
* Number of floating-point constants for tesselation domain programs: 26990
* Number of integer constants for tesselation domain programs: 28518
* Number of boolean constants for tesselation domain programs: 28018
* Compute programs: no
* Number of floating-point constants for compute programs: 18208
* Number of integer constants for compute programs: 24396
* Number of boolean constants for compute programs: 22597
* Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl glsl100 glsl110 glsl120 gp4fp gp4gp gp4vp gpu_fp gpu_gp gpu_vp nvgp4 vp30 vp40
* Texture Compression: yes
- DXT: yes
- VTC: yes
- PVRTC: no
- ATC: no
- ETC1: no
- ETC2: no
- BC4/BC5: no
- BC6H/BC7: no
* Scissor Rectangle: yes
* Hardware Occlusion Query: yes
* User clip planes: yes
* VET_UBYTE4 vertex element type: yes
* Infinite far plane projection: yes
* Hardware render-to-texture: yes
* Floating point textures: yes
* Non-power-of-two textures: yes
* 1d textures: yes
* Volume textures: yes
* Multiple Render Targets: 8
- With different bit depths: yes
* Point Sprites: yes
* Extended point parameters: yes
* Max Point Size: 2047
* Vertex texture fetch: yes
* Number of world matrices: 0
* Number of texture units: 16
* Stencil buffer depth: 8
* Number of vertex blend matrices: 0
- Max vertex textures: 32
- Vertex textures shared: yes
* Render to Vertex Buffer : yes
* Hardware Atomic Counters: no
* GL 1.5 without VBO workaround: no
* Frame Buffer objects: yes
* Frame Buffer objects (ARB extension): no
* Frame Buffer objects (ATI extension): no
* PBuffer support: yes
* GL 1.5 without HW-occlusion workaround: no
* Vertex Array Objects: no
* Separate shader objects: no
DefaultWorkQueue('Root') initialising on thread 140057124993088.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056869730048 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056861337344 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056844551936 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056852944640 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
Creating resource group GRIT
Added resource location '.' of type 'FileSystem' to resource group 'GRIT'
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group GRIT
Finished parsing scripts for resource group GRIT
Creating resources for group GRIT
All done
Parsing scripts for resource group General
Finished parsing scripts for resource group General
Creating resources for group General
All done
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Creating resources for group Internal
All done
Listening on port 48960
ERROR (engine/main.cpp:146): Fatal error: Loading Lua file: File not found: "/system/init.lua"
VERBOSE (engine/main.cpp:152): Shutting down Lua net subsystem...
VERBOSE (engine/main.cpp:160): Shutting down Lua graphics subsystem...
VERBOSE (engine/main.cpp:164): Shutting down Background Loader...
VERBOSE (engine/main.cpp:168): Shutting down Mouse & Keyboard...
VERBOSE (engine/main.cpp:173): Shutting down clipboard...
VERBOSE (engine/main.cpp:176): Shutting down Lua VM...
VERBOSE (engine/main.cpp:179): Shutting down audio subsystem...
VERBOSE (engine/main.cpp:182): Shutting down physics subsystem...
VERBOSE (engine/main.cpp:185): Shutting down the physics debug drawer...
VERBOSE (engine/main.cpp:188): Shutting down the Graphics subsystem...
DefaultWorkQueue('Root') shutting down on thread 140057124993088.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056861337344 stopped.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056869730048 stopped.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056844551936 stopped.
DefaultWorkQueue('Root')::WorkerFunc - thread 140056852944640 stopped.
*-*-* OGRE Shutdown
Unregistering ResourceManager for type Compositor
Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Mesh
Unregistering ResourceManager for type HighLevelGpuProgram
Unregistering ResourceManager for type Material


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 Post subject: Re: Grit is now on Github
PostPosted: Sun Jun 19, 2016 7:59 pm 
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Newbie
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Joined: Fri Mar 21, 2014 12:25 am
Posts: 117
Location: Rio Grande do Sul
You need to clone Grit media:
Code:
svn checkout https://svn.code.sf.net/p/gritengine/code/trunk grit-engine/media


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 Post subject: Re: Grit is now on Github
PostPosted: Tue Jun 21, 2016 1:43 am 
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Joined: Fri Jun 17, 2016 11:44 pm
Posts: 5
Ok it works thanks.

It's a few years that I randomly come on this forum to check if I'm able to install it on my computer and I always failed, I never bothered to ask for help. Now it works I feel like I'm in a new dimension. I walked, I run, I drove the car, I drowned in the ocean. It's 1000x times more satisfying than playing the real GTA.


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 Post subject: Re: Grit is now on Github
PostPosted: Tue Jun 21, 2016 10:05 pm 
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Supreme Tyrant of All
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Joined: Sat Mar 27, 2010 1:13 pm
Posts: 769
Ok I have created a Github organisation called grit-engine so that will be the authoritative version of the source code from now on:

git clone --recursive git@github.com:grit-engine/grit-engine.git

All PRs should be submitted there. Even if you self-merge, please actually create the PR. Eventually we should have some tests for continuous integration. I will continue to use sparkprime/grit-engine as my personal fork for development purposes, so don't submit PRs there :)


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