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View Code? Open in Web Editor NEWUrho3D application template with the base functionality which is required for most projects.
License: MIT License
Urho3D application template with the base functionality which is required for most projects.
License: MIT License
Which version of Urho 3D is this based on?
Because the code uses a number of APIs that were only added after that release.
linker error on Visual Studio 2019, unresolved external symbol to SetupDiEnumDeviceInfo, fixed with a
target_link_libraries(${TARGET_NAME} Setupapi.lib)
Hi, would it be reasonable to build the template with LUA/AS disabled?
The background of the question is that in my experiments, I had to disable LUA in the engine, Then currently I am evaluating bringing this template in...
Hey !
When i pick a PBR Technique, example with no textures, and a PBR params node, the object becomes absolute black !
I have no clue why this fails, from what i have seen in the 42_PBRMaterials sample, there is no particular code to add to the application in order to activate pbr materials, they should work off the shelf ! I've just discovered Urho3D yesterday, and trying to setup a workflow for exporting models and maybe scenes from blender, i find the Urho3D Editor a bit strange and weird, i mean it works, but im way more familiar with Blender for building scenes, it is more convenient.
Let me know if you have any workaround for this, im using the latest Release, not the master, with blender 2.83.
Hello,
I was working in the Spanish translation, realized FULLSCREEN entry is twice.
Intentional? I noted the Latvian version is left untranslated in the second instance...
Even though builds fail, they are marked as success.
Version: 15.7.6
Urho3D version: Latest from the MASTER branch
The created .sln wrongly links both Urho3D.lib and Urho3D_d.lib for the Release build, creating conflicting links, since now you have 2 implementations of everything.
The solution is simple, on the Solution Explorer, right click 'EmptyProject' -> 'Properties' -> 'Linker' - > 'Additional Dependencies' and then remove the 'Urho3D_d.lib' for the Release build.
After that it compiles just fine.
Lua mods crash on runtime on Android builds
Hello I have the Urho3D HEAD from mid Jan19,
Currently I can't build the template given:
I can see this has been recently introduced to Urho3D HEAD,
Just as confirmation, we need to update the engine?
Is there any simple workaround?
Android build process has changed in the engine.
In the UrhoBox context, where games are suposed to link against the liburho3d shared lib.
Integrating the template binary into the image(as a first game), surprisingly the template cannot find the library while urho3d examples do.
Analyzing both elfs(template binary and a sample from urho3d) I realized that in the example there is an additional attribute(RPATH) in the elf which is helping to find the library:
$ arm-poky-linux-gnueabi-readelf 04_StaticScene -d
Dynamic section at offset 0x11bc4 contains 33 entries:
Tag Type Name/Value
0x00000001 (NEEDED) Shared library: [libUrho3D.so.0]
0x00000001 (NEEDED) Shared library: [libdl.so.2]
0x00000001 (NEEDED) Shared library: [libstdc++.so.6]
0x00000001 (NEEDED) Shared library: [libgcc_s.so.1]
0x00000001 (NEEDED) Shared library: [libc.so.6]
0x00000001 (NEEDED) Shared library: [ld-linux-armhf.so.3]
0x0000000f (RPATH) Library rpath: [$ORIGIN/../lib:$ORIGIN/../../lib:$ORIGIN/../lib/Urho3D:$ORIGIN/../../lib/Urho3D]
This extra stuff I would say in urho3d comes from here
Would it be reasonable to incorporate this in the template as well?
What would be the ideal cmake location?
im sorry if this is wrong place to ask, but i really have no idea how to build the project for android platform via windows host, in Urho3D i just simply import the whole Repo into android studio, how about this project? any guide? i'm not a pro though.
thanks in advance
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