The problem is that textures with float internal formats can be used in framebuffers only when some extensions are available. This is a basic functionality and we need something that is supported on all drivers. As far as I tested, the basic integer GL_RGBA8 format works fine. Another problem is with GL_BGRA format. The extension with GL_BGRA support is available for almost every device and irrlicht is able to load all textures from files (it has a fallback mode anyway), but when it's used as a texture for framebuffer, it produces a black screen. Again it works fine with GL_RGBA format. The only issue that is not fixed is SSAO rendering. It uses linear depth rtt, which has GL_R32F type and which can't be easily changed to something other. I disabled SSAO for now, because it is too slow for embedded devices anyway. I didn't change anything in original OpenGL 3.x rendering, so everything should work as before.
SuperTuxKart
SuperTuxKart is a free kart racing game. It focuses on fun and not on realistic kart physics. Instructions can be found on the in-game help page.
The SuperTuxKart homepage can be found at: https://supertuxkart.net/
The official SuperTuxKart forum is at http://forum.freegamedev.net/viewforum.php?f=16. If you need support, this would be the best place to start.
Hope you enjoy the game.
-- The SuperTuxKart development team.
Hardware Requirements
- You need a 3D graphics card. (NVIDIA GeForce 8xxx and higher, ATI Radeon HD 4xxx and higher or Intel HD 3000 and higher.)
- You should have a CPU that's running at 1GHz or better.
- You'll need at least 512 MB of free VRAM (video memory).
- Disk space: 400MB
- Ideally, you want a joystick with at least 6 buttons.
Compiling SuperTuxKart
Windows
- Install VS 2013 (or later). The free express versions work fine.
- Download and install a source package - either a released package or from our git/svn repositories.
- Download the latest dependency package from here. Unzip it in the root directory, so that the dependencies directory is next to the src and data directories (if you are updating from a previous dependency package, you can delete the .dll files in the root directory, they are not needed anymore).
- Download cmake and install it. Then start cmake-gui and select the STK root directory as 'Where is the source code', and a new directory in the root directory (next to src, data etc) as the build directory (for now I assume that this directory is called bld).
- Click on configure. You will be asked to create the directory (yes), then for your VS version. Make sure you select the right version (be aware of the easy to confuse version numbers: VS 2013 = version 12). Click on configure, then generate. This will create the directory 'bld', and a VS solution in that directory.
- In Visual Studio open the project file generated in the 'bld' folder.
- Right click on the supertuxkart project in the solution explorer, and select "Set as StartUp Project".
- Select Build->Build Solution (or press F7) to compile.
See https://supertuxkart.net/How_to_build_the_Windows_version for more information.
Compilation with cygwin is not officially supported, but this has been done (check with the forum for details).
Mac OS X
The latest information about compilation on Mac are at our site: https://supertuxkart.net/Building_and_packaging_on_OSX
UNIX
See INSTALL.md for details.
License
This software is released under the GNU General Public License (GPL) which can be found in the file COPYING in the same directory as this file. Information about the licenses for artwork are contained in data/licenses.
3D coordinates
A reminder for those looking at the code and 3d models:
STK : X right, Y up, Z forwards
Blender: X right, Y forwards, Z up
The exporters perform the needed transform, so in Blender you just work with XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously).
