https://github.com/drohmer/velocity_skinning_replicability
Tip revision: 2f0c554555dabbde29a200f683a6d8e82de3b4e0 authored by Damien Rohmer on 14 April 2021, 18:58:00 UTC
update
update
Tip revision: 2f0c554
README.md
# Velocity Skinning Code
- The actual implementation of velocity skinning is in the file scenes/sources/squashy_skinning/skinning.cpp
## Compilation on Windows system with Visual Studio
- Use CMakeLists.txt with Visual Studio
- Precompiled version of GLFW3 is provided (precompiled/glfw3_win)
- Visual Studio must be configured to generate the executable and run it from the root directory to access the files in "assets/" and in "scenes/"
- Otherwise, the directories assets/ and scenes/ can be copied where the executable is generated.
## Compilation in command line using the Makefile (Linux/MacOS only)
$ make
$ ./scene
## Setup compilation in command line using CMake (Linux/MacOs)
This step create the build directory, call CMake to generate the Makefile, compile and execute the code. Note that the creation of the build directory and CMake call has to be done only once on a given system.
The following command assume you have opened a command line in the directory vcl/
### Create a build directory
$ mkdir build
$ cd build
### Execute CMake, compile
$ cmake ..
$ make
$ cd ..
### Execute
$ build/pgm