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Physical Based Rendering #54

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SimonScholl opened this issue Feb 20, 2018 · 3 comments
Open

Physical Based Rendering #54

SimonScholl opened this issue Feb 20, 2018 · 3 comments

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@SimonScholl
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SimonScholl commented Feb 20, 2018

For our application we need a rich rendering engine i decided to try out UrhoSharp as i saw that some people had working pbr-pipeline with urho3D. This examples also include some pbr materials example, but it is disabled for Android.

When i make the PBR-Materials example available in Android, calling it results in crash or freezing of the application. The wpf project is working as expected on my laptop.

My questions is, why is as it is? Is this related to some hardware limitation of mobile devices?
Second, if not is it planned to enable this in the near future?

Any suggestion and help how to create a simple PBR renderviewport for an android device are welcome.

@lpaq
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lpaq commented Jul 21, 2019

@SimonScholl Ever found out about this? I came across the same issues.

@SimonScholl
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@SimonScholl Ever found out about this? I came across the same issues.

Hi, i was not able to pass the limitations of urho-sharp, then i swichted to an urho-c++ binary which i integrate via platform specific wrappers into my code base (basicly a JNI-Interface on android). The engine was running good but after i saw that googles filament renderer is available for everyone i migrated everything to this engine.
https://github.com/google/filament

I can only recommend using an engine with much more support. Urho is good, but it lacks in terms of development speed as it is only a community driven project.

@lpaq
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lpaq commented Jul 22, 2019

Thank you @SimonScholl , really appreciate your prompt feedback and recommendations. I managed to partially run Sample43 (BasicTechniques) in Android (with the exception of the CustomShader), but not the PBR-Materials example as is gives an exception, from what I've seen related to the PBRLitSolid.glsl and other OpenGL scripts which I guess are not compatible with the OpenGL implementation in Android (same as other stuff such as wireframe rendering that works in Windows/Mac/iPhone but not in Android). Maybe an opportunity for me to get deeper into OpenGL and GLSL, or forget and adopt an alternative engine such as filament.

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