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Hello! I would like to know how to export my project on Android? It was said that in the export menu you need to choose the Android platform and all, but I can't find this item in the menu. Tell me, how is your project to run on Android! Здравствуйте! Я хотел бы узнать, как экспортировать свой проект на Андроид? Было сказано, что в меню экспорта нужно выбрать платформу Андроид и все, но я не могу найти этот пункт в меню. Подскажите, как свой проект запустить на андроид! 20150506-092416-15982.bmp 20150506-092433-16149.bmp
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I apologize preemptively for the title. So I picked up a Samsung Galaxy Tab today, for testing...yeah, that's it, "testing"... I installed the USB driver for Windows, restarted my computer, and was able to start debugging Leadwerks3D on it with no trouble at all. However, the rendering showed black objects that ought not be black. At this point in the game, having such a basic issue is very scary to me. I tracked the problem down to the lighting uniforms being passed to the shader, but something didn't make sense. In GL Shading Languages (GLSL), you can have arrays of uniforms, like this: vec3 mediump lightdirection[4]; A uniform array like this should be accessible from the main program by setting individual elements in the array, or by setting the entire array at once with a pointer to eight floats. See for yourself: http://www.khronos.o...spec_2.0.25.pdf Page 35: It did not appear that the light color and direction was being sent correctly, and more detailed debugging confirmed this. After a few hours of testing, I finally determined that uniform array names on iOS have end with '[0]' (I didn't test any other element indexes, at least on the iOS simulator. My provisioning profile just expired, and that's a whole other story...), and just setting the uniform array at once with the name will not work. On the Samsung Galaxy Tab, the situation is reversed. My HTC Evo is the only device that follows the OpenGLES specification and allows either. Samsung Galaxy Tab: "lightdirection" iOS: "lightdirection[0]" Evo: "lightdirection" or "lightdirection[0]" (as it should) The solution? I'll just avoid using uniform arrays on any mobile devices. It's not hard to avoid now that I know what to look for, but it's hell figuring out which parts of the GL spec the driver authors ignored. Fortunately, you don't have to worry about any of that, so you can just make your games and be happy.
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Good evening everyone. I'd like to introduce myself as the Android guy on the Leadwerks team. We ran into a couple of little quirks starting out with the Android port of Leadwerks3D and the whole Android C++/native development thing but we'll have a great environment for everyone to push to their heart's content soon. It's great seeing everything to start to come together and I can't wait to see what we can get these droids to do. Thanks Josh for all the extra info and help.