Android part 2
- AnyOldName3
- Posts: 2686
- Joined: 26 Nov 2015, 03:25
Re: Android part 2
There are a few possible solutions, but they're complicated if we want to do them without introducing major problems.
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- Posts: 19
- Joined: 30 May 2019, 11:15
Re: Android part 2
https://github.com/xyzz/openmw-android/ ... 28-nightly
- Updated OpenMW to b948101a731adf589e37a6b6684e637705ca8223
Re: Android part 2
https://github.com/xyzz/openmw-android/ ... 29-nightly
- Fixed the issue with the file browser not working on Android 10
Re: Android part 2
https://github.com/xyzz/openmw-android/ ... 30-nightly
- Updated OpenMW to 2ee17f39fdaece578a5e1cb10c15ec009a698c84
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- Posts: 60
- Joined: 06 Apr 2019, 20:11
Re: Android part 2
Just for SaG I set player speed to 10000 and crashed OMW
Setting it to 5k works fine for exploring but not 10k... at least on my phone
Setting it to 5k works fine for exploring but not 10k... at least on my phone
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- Posts: 19
- Joined: 30 May 2019, 11:15
Re: Android part 2
Thank you very much for the work done on the project. Will full support for shaders and bump mapping to the port be introduced in the near future?
Re: Android part 2
This would have to come from somebody other than me as I do not have time nor desire to work on these features. From what I've seen on discord, people did manage to get shaders working; not sure about bump mapping.
Re: Android part 2
What kind of discord channel are you talking about? And is there a link to a topic that discussed the launch of shaders on OpenMW for Android?