OpenSceneGraph git repository


Build Status Coverity Status Documentation ABI Tracker


Welcome to the OpenSceneGraph (OSG).

For up-to-date information on the project, in-depth details on how to compile and run libraries and examples, see the documentation on the OpenSceneGraph website:

For support subscribe to our public mailing list or forum, details at:

For the impatient, we've included quick build instructions below, these are are broken down is three parts:

  1. General notes on building the OpenSceneGraph
  2. macOS release notes
  3. iOS release notes

If details below are not sufficient then head over to the to the Documentation/GettingStarted and Documentation/PlatformSpecifics sections for more indepth instructions.

Robert Osfield. Project Lead. 26th April 2018.

Section 1. How to build OpenSceneGraph

If you are using the vcpkg dependency manager you can download and install OpenSceneGraph from source with CMake integration using a single command:

vcpkg install osg

The OpenSceneGraph uses the CMake build system to generate a platform-specific build environment. CMake reads the CMakeLists.txt files that you'll find throughout the OpenSceneGraph directories, checks for installed dependencies and then generates files for the selected build system.

If you don't already have CMake installed on your system you can grab it from, use version 2.8.0 or later. Details on the OpenSceneGraph's CMake build can be found at:

Under Unix-like systems (i.e. Linux, IRIX, Solaris, Free-BSD, HP-UX, AIX, macOS) use the cmake or ccmake command-line utils. Note that cmake . defaults to building Release to ensure that you get the best performance from your final libraries/applications.

cd OpenSceneGraph
cmake .
sudo make install

Alternatively, you can create an out-of-source build directory and run cmake or ccmake from there. The advantage to this approach is that the temporary files created by CMake won't clutter the OpenSceneGraph source directory, and also makes it possible to have multiple independent build targets by creating multiple build directories. In a directory alongside the OpenSceneGraph use:

mkdir build
cd build
cmake ../OpenSceneGraph
sudo make install

Under Windows use the GUI tool CMakeSetup to build your VisualStudio files. The following page on our wiki dedicated to the CMake build system should help guide you through the process:

Under macOS you can either use the CMake build system above, or use the Xcode projects that you will find in the OpenSceneGraph/Xcode directory. See release notes on macOS CMake build below.

For further details on compilation, installation and platform-specific information read "Getting Started" guide:

Section 2. Release notes on macOS build, by Eric Sokolowski et al.

There are two ways to compile OpenSceneGraph under macOS. The recommended way is to use CMake to generate Xcode project files and then use Xcode to build the library. The default project will be able to build Debug or Release libraries, examples, and sample applications.

The alternative is to build OpenSceneGraph from the command line using make or ninja using the instructions for Unix-like systems above.

Here are some key settings to consider when using CMake:

  • BUILD_OSG_EXAMPLES - By default this is turned off. Turn this setting on to compile many great example programs.
  • CMAKE_OSX_ARCHITECTURES - Xcode can create applications, executables, libraries, and frameworks that can be run on more than one architecture. Use this setting to indicate the architectures on which to build OSG. x86_64 is the only supported value for OS versions > 10.7.
  • OSG_BUILD_APPLICATION_BUNDLES - Normally only executable binaries are created for the examples and sample applications. Turn this option on if you want to create real macOS .app bundles. There are caveats to creating .app bundles, see below.
  • OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX - By default macOS uses the imageio plugin instead of the plugins for the individual file types (e.g. jpg, gif, etc.) to load image file types. The imageio plugin can handle all popular file formats through the ImageIO framework.
  • OSG_WINDOWING_SYSTEM - You have the choice to use Cocoa, Carbon, or X11 when building applications on macOS. Cocoa is the default for OS versions >= 10.5. Carbon and X11 are no longer actively supported, either by Apple or the OSG community.


The example programs when built as application bundles only contain the executable file. They do not contain the dependent libraries as would a normal bundle, so they are not generally portable to other machines. They also do not know where to find plugins. An environmental variable OSG_LIBRARY_PATH may be set to point to the location where the plugin .so files are located. OSG_FILE_PATH may be set to point to the location where data files are located. Setting OSG_FILE_PATH to the OpenSceneGraph-Data directory is very useful when testing OSG by running the example programs.

Many of the example programs use command-line arguments. When double-clicking on an application (or using the equivalent "open" command on the command line) only those examples and applications that do not require command-line arguments will successfully run. The executable file within the .app bundle can be run from the command-line if command-line arguments are needed.

Section 3. Release notes on iOS build, by Thomas Hogarth

With CMake 3.11, XCode 9.4 and the iOS sdk 11.4 installed you can generate an iOS XCode project using the following command line:

export THIRDPARTY_PATH=/path/to/3rdParty
-DCURL_INCLUDE_DIR:PATH="$THIRDPARTY_PATH/curl-ios-device/include" \
-DCURL_LIBRARY:PATH="$THIRDPARTY_PATH/curl-ios-device/lib/libcurl.a" \
-DFREETYPE_INCLUDE_DIR_freetype2:PATH="$THIRDPARTY_PATH/freetype-ios-universal/include/freetype" \
-DFREETYPE_INCLUDE_DIR_ft2build:PATH="$THIRDPARTY_PATH/freetype-ios-universal/include" \
-DFREETYPE_LIBRARY:PATH="$THIRDPARTY_PATH/freetype-ios-universal/lib/libFreetype2.a" \
-DTIFF_INCLUDE_DIR:PATH="$THIRDPARTY_PATH/tiff-ios-device/include" \
-DTIFF_LIBRARY:PATH="$THIRDPARTY_PATH/tiff-ios-device/lib/libtiff.a" \
-DGDAL_INCLUDE_DIR:PATH="$THIRDPARTY_PATH/gdal-ios-device/include" \

Be sure to set the THIRDPARTY_PATH to the path containing your thirdparty dependencies. Set IPHONE_SDKVER to the version of the iOS sdk you have installed, in this instance 11.4. IPHONE_VERSION_MIN controls the deployment sdk used by xcode, and lastly set OPENGL_PROFILE to the version of GLES you want to use.

Once this completes an XCode project will have been generated in the osg root folder. Open the generated Xcode project, select the example_osgViewerIPhone target. In 'General' tab set a development team.

Once this is done you should be able to build and deploy the example_osgViewerIPhone target on your device.

  • openmw SEGV with OSG 3.6.3

    openmw SEGV with OSG 3.6.3

    openmw issue - >

    openmw engine crash with signal 11 if is used latest stable OSG.

    crashlog :

    openmw community bisected commit which caused this problem to:

    opened by mimi1vx 53
  • [Fermi/NV390.87 only?] newly generated VAO having same GL name as a deleted one can lead to crash

    [Fermi/NV390.87 only?] newly generated VAO having same GL name as a deleted one can lead to crash

    When a vao is deleted and a new one is regenerated, they may have the same name and so pass as the same for the active check in State::bindVertexArrayObject and crashes Driver policy dependant: with nv390.87 vao name deleted is reused right away on next glGenVertexArrays _On Ubuntu NVIDIA 390.87/GT440 GT440 apitrace Crash doesn't happens with Mesa 18.0.5/Intel Chipset (trace : names doesnt seems to be reused right away)

    To reproduce use the following code (if you need a sample dataset use my test sample ) and run it with such a command line : OSG_VERTEX_BUFFER_HINT=VAO exename BIGCITY.ive --remove 2 --add 1

    NB: with OSG_VERTEX_BUFFER_HINT=VBO it doesn't lead to crash

    #include <osgUtil/MeshOptimizers>
    #include <osgGA/TrackballManipulator>
    #include <osgGA/FirstPersonManipulator>
    #include <osgViewer/Viewer>
    #include <osgViewer/ViewerEventHandlers>
    #include <osgDB/ReadFile>
    class GeomLoaderCB : public  osg::NodeCallback
        int _thresremoval; int _nbaddedatatime;
        std::list<osg::ref_ptr<osg::Geometry> > _geoms;
        GeomLoaderCB(int thresremoval=1, int nbaddedatatime=1):_nbaddedatatime(nbaddedatatime), _thresremoval(thresremoval) {}
        void setGeometryList(const osgUtil::GeometryCollector::GeometryList& geomlist) {
            for(auto geom : geomlist)  _geoms.push_back(geom);
        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
            osg::Group*  gr = node->asGroup();
            if(!gr || _geoms.empty() ) return;
                osg::Geometry* geom = gr->getChild(0)->asGeometry();
                if(geom) {
                    OSG_WARN<<"removing "<< geom.get()<<std::endl;
            std::list<osg::ref_ptr<osg::Geometry> > ::iterator it= _geoms.begin();
            int cpt=0;
            while(it!=_geoms.end() && cpt++<_nbaddedatatime ) {
                osg::Geometry *newgeom=static_cast<osg::Geometry*>((*it)->clone(osg::CopyOp::DEEP_COPY_ALL));
                OSG_WARN<<"add "<< newgeom<<std::endl;
    /// This examp reproduce a bug with OSG_VERTEX_BUFFER_HINT=VAO:
    /// When a vao is deleted and a new one is regenerate, they may have the same name and so pass as the same for the active check in State::bindVertexArrayObject and crash
    /// it collects geometries given in arg then add and remove them at runtime
    int main(int argc, char **argv)
        osg::ArgumentParser args(&argc,argv);
        unsigned int  geomcountaddedatatime=1,geomcountabovewichweremove=2;
        while("--add",geomcountaddedatatime) ) { }
        while("--remove",geomcountabovewichweremove) ) { }
        osgUtil::GeometryCollector geomcollector(0,osgUtil::Optimizer::ALL_OPTIMIZATIONS);
        osg::ref_ptr<osg::Node > loaded=osgDB::readNodeFiles(args);
            osg::Group * root=new osg::Group;
            GeomLoaderCB * loader=new GeomLoaderCB(geomcountabovewichweremove,geomcountaddedatatime);
            loader->setGeometryList( geomcollector.getGeometryList() );
            osgViewer::Viewer viewer;
            viewer.addEventHandler(new osgViewer::StatsHandler);
            viewer.addEventHandler(new osgViewer::WindowSizeHandler);
            viewer.addEventHandler(new osgViewer::ThreadingHandler);
    opened by mp3butcher 21
  • Static intialization order in GraphcsContext

    Static intialization order in GraphcsContext

    When using version 3.6.3 when built using g++ (SUSE Linux) 7.3.1, a segfault occurs when the WindowingSystemInterfaceProxy destructor is called. I tracked it down to the order of initialization of the interfaces between a static proxy object and the local static in getWindowingSystemInterfaces().

    This may not have been seen before without using C++11 rules wrt static object initialization order. Static objects are destroyed in reverse order of creation.

    WindowingSystemInterfaceProxy(const std::string& name) // NOTE: static proxy constructed here { _wsi = new T; _wsi->setName(name);

        // NOTE: this call creates the function-local static interfaces object ** after the proxy ** 

    osg::GraphicsContext::getWindowingSystemInterfaces()->addWindowingSystemInterface(_wsi.get()); }

    ~WindowingSystemInterfaceProxy()   // NOTE: static proxy destroyed
           // NOTE: here the function-local static has been destroyed since it was created after the proxy. 

    osg::GraphicsContext::getWindowingSystemInterfaces()->removeWindowingSystemInterface(_wsi.get()); }

    The temporary solution is to comment-out the removal of interfaces in the destructor. I attempted several other code changes e.g. a sentry object, but none successful as yet.

    opened by bgossage 21
  • osgAnimation: change animationdata owner from riggeometry to rigtransformimplementations

    osgAnimation: change animationdata owner from riggeometry to rigtransformimplementations

    Refactoring and add a prepareData in RigTransform interface because datapreparation is technic dependant (even if the 2 have few similitude) The original design splitted data preparation in 2 steps:

    • one when the skeleton is not findable (rig->buildinfluenceset)(rig not in a SG callable by use)
    • one when the skeleton is set (rigtrans->init )(rig in a SG not callable by user but fails if no skeleton reachable ) -basically it replace bonename in result buildinfluenceset with actual boneptr

    In the pr i remove the first step and merge it in the second... If it poses problem I can rollback putting tempdata in VertexInfluenceMap or RigGeom and revive RigTansform::init to do the 2nd step

    opened by mp3butcher 21
  • StatsHandler crush with multiple windows

    StatsHandler crush with multiple windows

    when I run osgviewer with tow monitors, the osgViewer::Viewer will automaticly call setUpViewAcrossAllScreens(), and I press key 's', it's show debug frame rate, and i press key 's' twice, it will crush at DrawElementsUShort::draw, and error msg is 'vector iterator not dereferencable'.

    opened by caishanli 21
  • Geometry shader parameter OpenGL error

    Geometry shader parameter OpenGL error

    On some systems (the user who reported this to me is using Mesa with a Radeon Fury), OpenGL errors are being triggered here:

    Investigation has lead me to believe that it's because of the differences between the OpenGL extensions exposing geometry shaders and the core feature of GL 3.2 that does the same thing.

    In the extensions (e.g. GL_EXT_geometry_shader4 and GL_ARB_geometry_shader4) parameters such as input and output type are set as program parameters, just as OSG is doing on the linked lines. However, in the core feature, they're set in the shader source itself. On systems which have the core feature, but not the older extensions, the glProgramParameteri calls are erroneous, and are causing errors to be reported.

    I'm not sure how OSG handles the two different implementations of geometry shaders (if at all), but a short-term fix would be to change the final call on this line from isGLExtensionOrVersionSupported to isGLExtensionSupported. It's definitely not correct to have it as isGLExtensionOrVersionSupported given that the extension and core feature are different, so the presence of the extension isn't implied by the GL version.

    opened by AnyOldName3 18
  • fails to build without -fpermissive

    fails to build without -fpermissive



    [ 25%] Linking CXX shared library ../../lib/
    cd /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/build/src/osgTerrain && /usr/x86_64-pc-linux-gnu/bin/cmake -E cmake_link_script CMakeFiles/osgTerrain.dir/link.txt --verbose=1
    /usr/bin/x86_64-pc-linux-gnu-c++  -fPIC -pipe -O2 -march=x86-64 -mtune=generic -Wall -Wparentheses -Wno-long-long -Wno-import -pedantic -Wreturn-type -Wmissing-braces -Wunknown-pragmas -Wunused  -Wl,--as-needed -shared -Wl,-soname, -o ../../lib/ CMakeFiles/osgTerrain.dir/DisplacementMappingTechnique.o CMakeFiles/osgTerrain.dir/Layer.o CMakeFiles/osgTerrain.dir/Locator.o CMakeFiles/osgTerrain.dir/TerrainTile.o CMakeFiles/osgTerrain.dir/TerrainTechnique.o CMakeFiles/osgTerrain.dir/Terrain.o CMakeFiles/osgTerrain.dir/GeometryTechnique.o CMakeFiles/osgTerrain.dir/GeometryPool.o CMakeFiles/osgTerrain.dir/Version.o ../../lib/ -lGL ../../lib/ ../../lib/ -lm -lrt ../../lib/ -lpthread -ldl -lz -lGL -Wl,-rpath,/var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/build/lib: 
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp: In function 'void osgDBJPEG::jpeg_istream_src(j_decompress_ptr, std::istream*)':
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp:252:32: error: invalid conversion from 'osgDBJPEG::boolean (*)(j_decompress_ptr) {aka int (*)(jpeg_decompress_struct*)}' to 'boolean (*)(j_decompress_ptr) {aka boolean (*)(jpeg_decompress_struct*)}' [-fpermissive]
         src->pub.fill_input_buffer = fill_input_buffer;
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp: In function 'void osgDBJPEG::jpeg_stream_dest(j_compress_ptr, std::ostream*)':
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp:381:35: error: invalid conversion from 'osgDBJPEG::boolean (*)(j_compress_ptr) {aka int (*)(jpeg_compress_struct*)}' to 'boolean (*)(j_compress_ptr) {aka boolean (*)(jpeg_compress_struct*)}' [-fpermissive]
         dest->pub.empty_output_buffer = empty_output_buffer;
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp: In function 'unsigned char* osgDBJPEG::simage_jpeg_load(std::istream&, int*, int*, int*, unsigned int*)':
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp:539:41: error: invalid conversion from 'int' to 'boolean' [-fpermissive]
         (void) jpeg_read_header(&cinfo, TRUE);
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp: In member function 'osgDB::ReaderWriter::WriteResult::WriteStatus ReaderWriterJPEG::write_JPEG_file(std::ostream&, const osg::Image&, int) const':
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp:761:87: error: invalid conversion from 'int' to 'boolean' [-fpermissive]
        jpeg_set_quality(&cinfo, quality, TRUE /* limit to baseline-JPEG values */);
    /var/tmp/paludis/build/dev-games-OpenSceneGraph-3.4.0/work/OpenSceneGraph-3.4.0/src/osgPlugins/jpeg/ReaderWriterJPEG.cpp:768:45: error: invalid conversion from 'int' to 'boolean' [-fpermissive]
                 jpeg_start_compress(&cinfo, TRUE);
    opened by hasufell 17
  • Add option to treat all TGA files as TGA 1.0

    Add option to treat all TGA files as TGA 1.0

    Some files which are malformed TGA 2.0 files are technically valid TGA 1.0 files. For example, an image that just happened to have pixel data matching the TGA 2.0 footer or files created by buggy TGA 2.0 writers and were only ever fed to TGA 1.0 readers.

    One such example from a Morrowind mod is attached:

    This file has a header saying it has eight attribute bits. A TGA 1.0 reader is free to interpret them how it wants (e.g. as alpha or stencil, or just ignoring them). A TGA 2.0 reader is supposed to check for a footer directing it to an extension area, which, if present, will have a field saying what those bits mean. The file's extension area says it doesn't have any such bits (which is different from saying they're present but unused).

    This is against the TGA 2.0 specification published by Truevision, and, in fact, TGADUMP.exe from their TGAUTILS package will complain about Inconsistent Alpha Data Specification. It's a valid TGA 1.0 file, though (albeit one with garbage data at the end), so a conformant TGA 1.0 reader will handle it just fine.

    In TGA 2.0 mode (i.e. the existing code), the extension area will be trusted above the header, and the alpha will be skipped. If the new option string is set, though, only the header will be read, and the alpha will be used.

    OpenMW needs this behaviour as it needs to work with files made for the original Morrowind engine, which only had a TGA 1.0 reader.

    I'm open to suggestions on how to change particular details of this PR as I've not interacted with option strings in OSG before.

    opened by AnyOldName3 16
  • This stops OpenMW from crashing when using getTextureAttribute

    This stops OpenMW from crashing when using getTextureAttribute

    This stops OpenMW from crashing when creating an object, putting it into a StateSet and then attempting to retrieve it again. OSG master breaks this as a getTextureAttribute wrongly returns 0.

    1040 osg::ref_ptrosg::TexEnvCombine texEnv2 = new osg::TexEnvCombine; ... 1048 stateset->setTextureAttributeAndModes(1, texEnv2, osg::StateAttribute::ON); ... 1058 osg::TexEnvCombine* texEnv2 = static_castosg::TexEnvCombine*(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV)); 1059 texEnv2->setConstantColor(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mTransparency)); // ^^^crash

    For reference:

    opened by psi29a 15
  • Keyboard in osgviewer.exe has no response

    Keyboard in osgviewer.exe has no response

    1. Build osgviewer and all example application successfully.

    2. Run osgviewe.exe( or any example application) with .osg/.osgt file from "OpenSceneGraph-Data" directory.

    3. GUI could take mouse event like moving, rotation and work normal but not any keyboard event. Once keyboard is pressed, GUI is no reponse. Debugging project find that cull() or draw() is working but main thread fall in OpenThreads::cooperativeWait().

    4. I have download release version from The appreance is same with item3. Any body encounter similar issue? How to fix it?

    opened by sunshineYPH 14
  • Repair VAS design in 3.6 [please review]

    Repair VAS design in 3.6 [please review]

    fix propal for #674

    Some of the original discussion is on #587 The original discussion on the leak was covered in the thread[email protected]/msg77211.html "VAO Resource Leak in OSG 3.6.2" starting 2 Aug 2018.

    commit engaged eee5d54 @robertosfield edited: problems adressed in this pr are:

    • bufferobject "overfree" bug (releaseGLObject at Drawable destruction cf issue #674) (fix: revert eee5d54 to previous design using dirtyGLObject in ~geometry -vas leak at end of program prevented with following fix-)
    • threading issue with VAO (vao released after context destruction cf issue #674) (fix:record each created vas in VASmanager and delete them on context destruction..vas can be released a second time after context destruction so i added a guard in VASmanager::flushAll)
    • vas life cycle (no way to override vas destruction)(fix add a callback and mod callback interface)
    • and several dirtyGLObject releasGLObject misses in Drawable based (crash at prog end with vao path using geometrypool and particlesystem)
    opened by mp3butcher 14
  • No modal Window

    No modal Window

    Hello :)

    I want to know if it's possible to build a no modal window ?? thx in advance

    my code :

        osgViewer::Viewer* singleViewer = new osgViewer::Viewer;
        viewer = singleViewer;
        view = singleViewer;
        view->setUpViewInWindow(150, 150, 1024, 768, 0);


    opened by Daoudou 2
  • Rare segfault in Text::drawImplementationSinglePass fixed: _textureGl…

    Rare segfault in Text::drawImplementationSinglePass fixed: _textureGl…

    …yphQuadMap[glyphTexture] can exist but it's _primitive can be invalid.

    GlyphQuads's interface need to be changed (osg::Referenced now, setupPrimitives() method without definition deleted); TextureGlyphQuadMap changed. Intersection with Text improved (no dynamic_casts, less code)

    opened by valid-ptr 0
  • Fix incompatibility with OpenCASCADE 7.6.0

    Fix incompatibility with OpenCASCADE 7.6.0

    The OpenCASCADE plugin no longer compiles with version 7.6.0 of OpenCASCADE. The Poly_Triangulation::Nodes function was removed in favor of Poly_Triangulation::Node.

    The proposed change lets the plugin compile for me with OpenCASCADE 7.6.0 (in MSYS2/MinGW).

    opened by mmuetzel 0
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GitHub 3.7k Jun 20, 2022
Public repository for rolling release of main Vector robot code repository.

vector Public repository for rolling release of main Vector robot code repository. This rolling release will be worked to completion until all non-thi

Digital Dream Labs 54 Jun 5, 2022
This repository is for everyone for Hacktoberfest 2021. Anyone can contribute anything for your Swags (T- Shirt), must be relevant that can add some value to this repository.

Hacktober Fest 2021 For Everyone! Upload Projects or Different Types of Programs in any Language Use this project to make your first contribution to a

Mahesh Jain 16 Dec 21, 2021
This Repository is created to help fellow coders learn open source contributions. This Repository is created for Hacktoberfest 2021

Hacktoberfest 2021 Follow the README below to get started! This Repository is created to help fellow coders learn open source contributions This Repos

Somesh Debnath 7 Apr 26, 2022
This repository is a study repository to implement the LCD 16x2 in my project below

This repository is a study repository to implement the LCD 16x2 in my project below. Index ?? About ?? Functionalities ?? Deploy ?? Requirements ?? Pi

Rickelme Dias 3 Jun 7, 2022
Chaste - Cancer Heart And Soft Tissue Environment - main public repository

Chaste - Cancer Heart And Soft Tissue Environment - main public repository

Chaste - Cancer Heart and Soft Tissue Environment 89 Jun 26, 2022
Public/backup repository of the GROMACS molecular simulation toolkit. Please do not mine the metadata blindly; we use for code review and issue tracking.

Welcome to the official version of GROMACS! If you are familiar with Unix, it should be fairly trivial to compile and install GROMACS. GROMACS uses o

Gromacs 430 Jun 24, 2022

About CUB CUB provides state-of-the-art, reusable software components for every layer of the CUDA programming model: Device-wide primitives Sort, pref

NVIDIA Research Projects 62 Jun 20, 2022
The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.

Open Asset Import Library (assimp) A library to import and export various 3d-model-formats including scene-post-processing to generate missing render

Open Asset Import Library 7.9k Jun 24, 2022