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make.sh now automatically detects operating system and X11 support on Linux and only runs FluidX3D if last compilation was successful, fixed compiler warnings on Android
- Compile and run by clicking the <kbd>► Local Windows Debugger</kbd> button.
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- To select a specific GPU, open Windows CMD in the `FluidX3D` folder (type `cmd` in File Explorer in the directory field and press <kbd>Enter</kbd>), then run `bin\FluidX3D.exe 0` to select device `0`. You can also select multiple GPUs with `bin\FluidX3D.exe 0 1 3 6` if the setup is [configured as multi-GPU](#the-lbm-class).
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### Linux
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### Linux / macOS / Android
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- Compile and run with:
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```bash
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chmod +x make.sh
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./make.sh
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```
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- Compiling requires [`g++`](https://gcc.gnu.org/) with `C++17`, which is supported since version `8` (check with `g++ --version`). If you have [`make`](https://www.gnu.org/software/make/) installed (check with `make --version`), compiling will will be faster using multiple CPU cores; otherwise compiling falls back to using a single CPU core.
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- If you use [`INTERACTIVE_GRAPHICS`](src/defines.hpp), select [`TARGET=Linux-X11`](make.sh#L3) in [`make.sh`](make.sh#L3).
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- To select a specific GPU, enter `./make.sh 0` to compile+run, or `bin/FluidX3D 0` to run on device `0`. You can also select multiple GPUs with `bin/FluidX3D 0 1 3 6` if the setup is [configured as multi-GPU](#the-lbm-class).
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### macOS
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- Select [`TARGET=macOS`](make.sh#L5) in [`make.sh`](make.sh#L5).
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- Compile and run with:
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```bash
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chmod +x make.sh
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./make.sh
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```
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-[`INTERACTIVE_GRAPHICS`](src/defines.hpp) mode is not supported on macOS, as no X11 is available. You can still use [`INTERACTIVE_GRAPHICS_ASCII`](src/defines.hpp) preview though, or [render video](#video-rendering) to the hard drive with regular [`GRAPHICS`](src/defines.hpp) mode.
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### Android
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- Select [`TARGET=Android`](make.sh#L6) in [`make.sh`](make.sh#L6).
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- Compile and run with:
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```bash
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chmod +x make.sh
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./make.sh
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```
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-[`INTERACTIVE_GRAPHICS`](src/defines.hpp) mode is not supported on Android, as no X11 is available. You can still use [`INTERACTIVE_GRAPHICS_ASCII`](src/defines.hpp) preview though, or [render video](#video-rendering) to the hard drive with regular [`GRAPHICS`](src/defines.hpp) mode.
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- Operating system (Linux/macOS/Android) and X11 support (required for [`INTERACTIVE_GRAPHICS`](src/defines.hpp)) are detected automatically. In case problems arise, you can still manually select [`target=...`](make.sh#L13) in [`make.sh`](make.sh#L13).
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- On macOS and Android, [`INTERACTIVE_GRAPHICS`](src/defines.hpp) mode is not supported, as no X11 is available. You can still use [`INTERACTIVE_GRAPHICS_ASCII`](src/defines.hpp) though, or [render video](#video-rendering) to the hard drive with regular [`GRAPHICS`](src/defines.hpp) mode.
- uses PCIe communication, so no SLI/Crossfire/NVLink/InfinityFabric required
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- single-node parallelization, so no MPI installation required
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- [GPUs don't even have to be from the same vendor](https://youtu.be/PscbxGVs52o), but similar memory capacity and bandwidth are recommended
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- works in [Windows](DOCUMENTATION.md#windows) and [Linux](DOCUMENTATION.md#linux) with C++17, with limited support also for [macOS](DOCUMENTATION.md#macos) and [Android](DOCUMENTATION.md#android)
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- works on [Windows](DOCUMENTATION.md#windows) and [Linux](DOCUMENTATION.md#linux--macos--android) with C++17, with limited support also for [macOS](DOCUMENTATION.md#linux--macos--android) and [Android](DOCUMENTATION.md#linux--macos--android)
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- supports [importing and voxelizing triangle meshes](DOCUMENTATION.md#loading-stl-files) from binary `.stl` files, with fast GPU voxelization
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- supports [exporting volumetric data](DOCUMENTATION.md#data-export) as binary `.vtk` files
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- supports [exporting triangle meshes](DOCUMENTATION.md#data-export) as binary `.vtk` files
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