Mathieu Westphal
Mathieu Westphal
When building USD cache for the first time, the one created by static analysis is not valid and fails with: ``` [ 54%] Building CXX object vtkext/private/module/CMakeFiles/vtkextPrivate.dir/vtkF3DRenderPass.cxx.o /usr/bin/ld: ../../../../lib/libvtkextUSD.a(vtkF3DUSDImporter.cxx.o): in...
**Describe the bug** Cell coloring fails on macOS CI **To Reproduce** Steps to reproduce the behavior: 0. Remove the exception in macOS CI  **Expected behavior**  **System Information:** -...
- [x] Update dependencies in F3D CI - [x] Update dependencies in f3d-superbuild - [ ] Update dependencies in common-superbuild
**Is your feature request related to a problem? Please describe.** Currently, the libf3d has a C++11 API and provides bindings in python and javascript (experimental). Providing C bindings would open...
2.5.0 is a minor release, so no breaking change are allowed. ### Current roadmap This part may be updated but may not contains all issues that will be addressed. Please...
**Describe the bug** TestF3DBitonicSort fails in `F3D_SANITIZER==adress` in CI with a cryptic error that prevent exclusion in suppression files. This issue was not reproduced locally despite different tries. **To Reproduce**...
**Describe the bug** `scene.animation.time` is initialized to zero, which may have unexepected effect with time range not starting at zero **To Reproduce** Steps to reproduce the behavior: 1. Open the...
"No array to color with" may be downgraded to a log to avoid spamming with the default configuration
**Describe the bug** When opening any file that supports coloring but do not have any data AND using the default config, F3D will tell you: "No array to color with"...
**Describe the bug** `BUILD_SHARED_LIBS=OFF` with OCCT plugin on Windows fails to build because of name conflict Indeed, with OCCT plugin and static build, there are exported symbols for some reason,...
### Description I'm the co-creator of [F3D](https://github.com/f3d-app/f3d), a fast an minimalist cross platform 3D viewer. We have been supporting macOS ARM using cross-compilation for a while but we recently switched...