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An implementation of the Dual Contouring algorithm based on the reference code

C++ 98.80% C 0.27% GLSL 0.93%

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dualcontouringsample's Issues

Port of your code under incompatible license

I am not certain if this is the best place to put this, but I am not sure how else to contact you. I apologize if it is inappropriate.

While porting this repo to C# for learning purposes, I came across the following link while trying to find out more information about SMul3 vs Mul3:
https://www.csharpcodi.com/vs2/?source=3014/isosurface/Isosurface/Isosurface/AdaptiveDualContouring/Octree.cs

This undeniably contains a C# port of your repo, and what caught my eye is the license. Many of your files are explicitly released under the LGPL, but the only license information supplied in the above link is MIT, which is definitely not compatible with LGPL, and a copyright notice with someone else's name. I thought you should know.

Error: Compiled vertex/fragment shader was corrupt.

Attempting to run the program in macOS Sierra yields the following output:

/Users/da5id/Projects/tutorials/DualContouringSample/cmake-build-debug/DualContourSample
----------------------------------------------------------------
The controls are:
	- hold left mouse and drag to rotate the view
	- use the mouse wheel to zoom in/out
	- press F1 to render a wireframe
	- press F2 to regenerate the octree using a new error threshold (and generate a new mesh)
----------------------------------------------------------------


OpenGL version: 4.1 INTEL-10.20.25
OpenGL shading version: 4.10
ERROR: Compiled vertex shader was corrupt.
ERROR: Compiled fragment shader was corrupt.

Error: failed to create GLSL program

Process finished with exit code 1

I am using CLion 2016.3 as my IDE.

I read online in a few places that there could be cross-platform encoding problems, but using dos2unix or even manually rewriting the shaders has not yielded any progress. Any insight would be awesome!

On another note, thank you for such information-rich blog posts, they are invaluable along the journey of rendering smooth voxel terrain.

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