Android build openmw
- sandstranger
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Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:33, edited 1 time in total.
Re: Android build openmw
Sure I know this, but I'm not sure that our shaders works with openGL ES out of the box (they might, I just have no idea). If not they would have to be rewriten with whatever limitations on shader openGL ES bring.
Re: Android build openmw
To my knowledge, this should work.gus wrote:Sure I know this, but I'm not sure that our shaders works with openGL ES out of the box (they might, I just have no idea). If not they would have to be rewriten with whatever limitations on shader openGL ES bring.
@sandstranger: do you have a backtrace for the crash?
- sandstranger
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Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:33, edited 1 time in total.
Re: Android build openmw
I *think* you can compile Ogre without boost. If it is possible, you should try it
- psi29a
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Re: Android build openmw
Try at least boost 1.54 (default ubuntu currently) or 1.55 (default now in debian).
- sandstranger
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Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:33, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:33, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:34, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:34, edited 1 time in total.