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Mac Build #6
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@maikramer @BenRacicot I was curious and I built v0.3.7 on my mac. Everything seems to work fine as far as I can tell on OSX 10.14.5. I put the compiled version in dropbox. Hope this helps! |
It sure does help! I've never worked with compiled code languages. I'm new to 3D/Blender so it may take a bit for me to setup some tests. I'll report back ASAP. |
@fouman75 Hey Frederick, how can I communicate test results? Right now that build is broken on my MBP MacOS 10.14.6. |
If @maikramer is OK with it, best way would be to create a new issue in this repo. Try and document as much as you can with screenshots if possible. You should create one issue per problem so it's easier to handle. I have updated the build in dropbox. There should now be a log file in ~/Library/Logs/BoundingBoxSoftware/Materialize/ --> Player.log You should attach that log to your issue as well so we can get more information. |
Thanks people, i'm going home tomorrow(I work in a oil company), i will try to build in my linux computer. But, i see that @fouman75 already did a great job. I will put his file in the release page, then can be easier to find. Tomorow, i cant use dropbox here. Thenks fourman, now the multiplatform is complete. I wont implement new things but i will keep the build updated. |
I noticed that MoltenVK is open source, which supposedly adds Vulcan support to Mac. If it's difficult to maintain or build in the support for Metal, I wonder if a MoltenVK prerequisite would work. I'm very interested in a mac version. 👍 The library can also be integrated into the app. |
@fouman75 thanks, I gave it a try. The resolution on the retina display was too small to work with, probably trying to do 2880x1800. It also launched in full screen and the windowed option was grayed out. I wasn't able to shrink it down or adjust the resolution to normal (or double density) to make it easily usable. |
@jeffg2k Did you try using "cmd-f" to get out of full screen and then resize the window? The app does use the default resolution of your computer. |
Yes, I was able to get out of fullscreen, but yeah - I'm on a 15" macbook pro and the native resolution for retina is 2880x1800, which is too high for 15" if the programs are not aware to rescale to 1440x900 or double up on their DPI. |
@jeffg2k Can you try starting the app from the command line? You can change the resolution through arguments. Let me know if it works out on your mac. I might add a resolution dialog if you confirm that it's usable with a resolution change. |
Yes, that did sort of work. It works for full screen. So that is workable, thank you. When you exit full screen or start in window mode, it shrinks it down to a tiny box, so it's only effective in full screen. I expect the issue would be the same on 4k or 5k displays. What you'll probably want to look into is DPI scaling, HiDPI, or something on Unity. I'm sure they have ways to just double your DPI. |
The problem is that the UI has been created manually with immediate mode GUI and not Unity's Canvas UI which supports resolution scaling. I feel like the UI must be redone from scratch and it's not something I want to get into at this point. |
Yes. I started exactly doing this, migrating to Unity UI, but I didn't
finish. I migrated all shaders to compute shaders also, but didn't finish
either, if somebody wants to take a look at the HDRP branch, there is a lot
of experiments there, but, I have a lot of projects as electronic engineer,
and I have my job as Automation technician, just too many things for me.
I'm sorry about the project guys...
Em seg, 24 de ago de 2020 16:11, Frederick Ouimet <[email protected]>
escreveu:
… The problem is that the UI has been created manually with immediate mode
GUI and not Unity's Canvas UI which supports resolution scaling. I feel
like the UI must be redone from scratch and it's not something I want to
get into at this point.
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No worries @maikramer, you did some great improvements already. I'm curious to know how many people actually use this software. With all the free and paid PBR materials available and software like SubstancePainter, I feel that there is little use for Materialize nowadays. It would still be interesting to know how people integrate this in their workflow. Maybe it would be worth it to improve Materialize if it's really useful to a lot of people. |
Yes, I think this also, but I think Linux users like me don't have so many
options like Mac and Windows users. There is no Substance or something like
that in Linux. Anyway, for Linux users, the software is feature complete I
think. Mac users have some problems, but, implement a UI scaling won't be
too difficult even using IM Gui.
Em ter, 25 de ago de 2020 12:10, Frederick Ouimet <[email protected]>
escreveu:
… No worries @maikramer <https://github.com/maikramer>, you did some great
improvements already. I'm curious to how know many people actually use this
software. With all the free and paid PBR materials available and software
like SubstancePainter, I feel that there is little use for Materialize
nowadays. It would still be interesting to know how people integrate this
in their workflow. Maybe it would be worth it to improve Materialize if
it's really useful to a lot of people.
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Mac Build
I will post here some fast builds to mac, that i can't test because the lack of a mac computer.
The builds will come from the development branch, based on HDRP, just because i'm dont want to work in 2 branches at the same time.
Caution
Won't be adressed soon
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