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  #1  
Old 03-15-2016, 12:23 PM
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provocating
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Default Nav files

Anyone know the Linux library requisites for compiling the new navigation file editor?

Code:
Could NOT find OpenGL (missing: OPENGL_gl_LIBRARY)
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  #2  
Old 03-15-2016, 12:33 PM
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Code:
apt-get install libgl1-mesa-dev libglapi-mesa mesa-common-dev libxrandr-dev libxi-dev  libxxf86vm-dev
That did it for Debian
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  #3  
Old 03-15-2016, 12:46 PM
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provocating
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I still got a compile error, about to hit the road so I will have to look into the error later.

Quote:
include/GL/glew.h:1188:24: fatal error: GL/glu.h: No such file or directory
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  #4  
Old 03-15-2016, 12:50 PM
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Had to add these, it compiled.

Code:
 apt-get install libglu1-mesa-dev freeglut3-dev mesa-common-dev
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  #5  
Old 03-16-2016, 01:55 AM
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We probably should make a wiki page about it at some point.
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DungeonEQ.com
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  #6  
Old 03-16-2016, 07:36 AM
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From looking at the reqs, I am thinking this binary is linux. I wonder if there is any plans for a win86 binary.
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  #7  
Old 03-29-2016, 11:24 AM
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I have this program built now and running in Debian. When I open up a zone, Najena for instance, the map does not appear on the screen. No errors appear either. If I open up the navigation module it does seem to reflect it is pulling some information from the zone, the voxels will change if I pull up something like Takb or Najena. No mesh map appears though.
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  #8  
Old 03-29-2016, 03:12 PM
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Well this is a learning curve but I am figuring it out.

The maps have to be in a folder under the binary, called maps. Since my Linux one was called Maps, it had to be changed. The second thing is that the shaders folder under the source has to be copied to the same directory as the binary. I figured this out my digging through the source code. It is finally up and rendering.
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