Jeds half life model viewer

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This requires compiling the program with Clang so before an Android build can be made the codebase has to successfully compile on Linux, where both GCC and Clang are fully supported. Qt also supports Android, so it might be possible to port HLAM directly to Android using the same codebase. OpenGL ES 2 implements this feature, as does ANGLE. HLAM currently has one feature that will crash on systems that don't have OpenGL 3 support or newer, which is mipmap generation. In your case Qt will default to ANGLE since the desktop OpenGL version doesn't support all required features (framebuffers are used by Qt internally, but it will handle missing support gracefully), which is why i had to force it to desktop OpenGL. HLAM 2.0.0 is going to overhaul the graphics code to use Qt's OpenGL API which picks the right OpenGL API depending on your system. HLAM currently uses GLEW to access OpenGL APIs, which is designed for use with desktop OpenGL only. This article explains some of the issues involving OpenGL usage: This is the biggest blocker for the Android version since it requires changes to be made to the graphics code. There are some features that need to be implemented before an Android version can be made.Īndroid uses the embedded version of OpenGL (OpenGL ES) which has a number of differences with desktop OpenGL.

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