Hurray, I just added Cmake and some bash scripts to install Three.cpp, it only works on Mac OS X though, since I don’t own a Windows PC.
Just run the build/install.sh, and it should try to install Homebrew if it’s needed, then it will install necessary libraries (e.g. glm, glfw3, etc), before running CMake, and makefile.
When the installation is done successfully, it should run a test demo that shows something like this:
And thanks to github, I’ve created a GitHub page at: http://subokita.github.io/Three.cpp-Rev-2/, check it out and thanks!
PS: I’m still looking for collaborators / contributors for this port though, it has kind of deviated from the original three.cs, and there’s so many interesting thing that I wanted to add, but my 3D programming skill is not the greatest.
Added PLY object loading, and ray picking to three.cpp
My ongoing port of three.js to three.cpp now supports shadow mapping / shadow rendering.
My ongoing port of three.js to c++ version, now supports environment / cube mapping!
My ongoing port of Three.js to c++, now supports texture and normal mappings. The sample code shows how simple and similar it is to Three.js.
This is an ongoing process of porting Three.js to C++ / OpenGL. The main idea is not to create the fastest 3D engine out there, but to create a 3D engine that’s simple enough to instantiate, so that other field of computing could use it rapidly for prototyping. Thus reducing the unnecessary hoops for OpenGL newcomers when it comes to thing such as context creation, loading shaders, etc.