How to Install and Uninstall stb_voxel_render-devel.x86_64 Package on Fedora 36

Last updated: November 28,2024

1. Install "stb_voxel_render-devel.x86_64" package

Please follow the guidelines below to install stb_voxel_render-devel.x86_64 on Fedora 36

$ sudo dnf update $ sudo dnf install stb_voxel_render-devel.x86_64

2. Uninstall "stb_voxel_render-devel.x86_64" package

Please follow the guidelines below to uninstall stb_voxel_render-devel.x86_64 on Fedora 36:

$ sudo dnf remove stb_voxel_render-devel.x86_64 $ sudo dnf autoremove

3. Information about the stb_voxel_render-devel.x86_64 package on Fedora 36

Last metadata expiration check: 0:07:37 ago on Thu Sep 8 02:05:26 2022.
Available Packages
Name : stb_voxel_render-devel
Version : 0.89^20210910gitaf1a5bc
Release : 0.2.fc36
Architecture : x86_64
Size : 42 k
Source : stb-0^20210910gitaf1a5bc-0.2.fc36.src.rpm
Repository : updates
Summary : Helps render large-scale “voxel” worlds for games
URL : https://github.com/nothings/stb
License : MIT or Unlicense
Description : This library helps render large-scale “voxel” worlds for games, in this case,
: one with blocks that can have textures and that can also be a few shapes other
: than cubes.
:
: Video introduction:
: http://www.youtube.com/watch?v=2vnTtiLrV1w
:
: Minecraft-viewer sample app (not very simple though):
: http://github.com/nothings/stb/tree/master/tests/caveview
:
: It works by creating triangle meshes. The library includes
:
: - converter from dense 3D arrays of block info to vertex mesh
: - vertex & fragment shaders for the vertex mesh
: - assistance in setting up shader state
:
: For portability, none of the library code actually accesses the 3D graphics
: API. (At the moment, it’s not actually portable since the shaders are GLSL
: only, but patches are welcome.)
:
: You have to do all the caching and tracking of vertex buffers yourself.
: However, you could also try making a game with a small enough world that it’s
: fully loaded rather than streaming. Currently the preferred vertex format is 20
: bytes per quad. There are designs to allow much more compact formats with a
: slight reduction in shader features, but no roadmap for actually implementing
: them.