Update readme
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@@ -21,7 +21,7 @@ cd armorcore
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# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
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git apply patch/window_handling.diff --directory=Kinc
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node Kinc/make -g direct3d11
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# Open generated Visual Studio project at `build\Krom.sln`
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# Open generated Visual Studio project at `build\ArmorPaint.sln`
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# Build and run for x64 & release
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```
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@@ -31,8 +31,8 @@ node armorcore/make -g opengl
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cd armorcore
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node Kinc/make -g opengl --compiler clang --compile
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cd Deployment
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strip Krom
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./Krom ../../build/krom
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strip ArmorPaint
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./ArmorPaint ../../build/krom
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```
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**macOS**
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@@ -42,20 +42,20 @@ cp -a build/krom/ armorcore/Deployment
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cd armorcore
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git apply patch/metal_depth.diff --directory=Kinc
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node Kinc/make -g metal
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# Open generated Xcode project at `build/Krom.xcodeproj`
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# Open generated Xcode project at `build/ArmorPaint.xcodeproj`
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# Build and run
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```
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**Android** *wip*
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```bash
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node armorcore/make android -g opengl --shaderversion 300
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cp -r build/krom/* armorcore/build/Krom/app/src/main/assets/
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cp -r build/krom/* armorcore/build/ArmorPaint/app/src/main/assets/
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cd armorcore
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git apply patch/android_document_picker.diff --directory=Kinc
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node Kinc/make android -g opengl
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# Manual tweaking is required for now:
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# https://github.com/armory3d/armorcore/blob/master/kincfile.js#L68
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# Open generated Android Studio project at `build/Krom`
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# Open generated Android Studio project at `build/ArmorPaint`
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# Build for device
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```
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@@ -67,7 +67,7 @@ cd armorcore
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git apply patch/ios_document_picker.diff --directory=Kinc
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git apply patch/metal_depth.diff --directory=Kinc
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node Kinc/make ios -g metal
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# Open generated Xcode project `build/Krom.xcodeproj`
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# Open generated Xcode project `build/ArmorPaint.xcodeproj`
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# Set iOS Deployment Target to 11.0
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# Build for device in release mode
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```
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@@ -81,7 +81,7 @@ git apply patch/window_handling.diff --directory=Kinc
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git apply patch/d3d12_raytrace.diff --directory=Kinc
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git apply patch/d3d12_wrap_sampler.diff --directory=Kinc
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node Kinc/make -g direct3d12 --raytrace dxr
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# Open generated Visual Studio project at `build\Krom.sln`
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# Open generated Visual Studio project at `build\ArmorPaint.sln`
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# Build and run for x64 & release
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```
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@@ -93,8 +93,8 @@ git apply patch/vulkan_raytrace.diff --directory=Kinc
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git clone --recursive https://github.com/armory3d/glsl_to_spirv Libraries/glsl_to_spirv
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node Kinc/make -g vulkan --raytrace vkrt --compiler clang --compile
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cd Deployment
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strip Krom
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./Krom ../../build/krom
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strip ArmorPaint
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./ArmorPaint ../../build/krom
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```
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**Windows VR** *wip*
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@@ -104,7 +104,7 @@ cd armorcore
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# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
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git apply patch/window_handling.diff --directory=Kinc
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node Kinc/make -g direct3d11 --vr oculus
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# Open generated Visual Studio project at `build\Krom.sln`
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# Open generated Visual Studio project at `build\ArmorPaint.sln`
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# Build and run for x64 & release
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```
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@@ -128,6 +128,6 @@ python ./Assets/locale/tools/extract_locales.py <locale code>
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https://developers.google.com/closure/compiler
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# Generate a v8 snapshot file
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node armorcore/make -g api --snapshot
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./Krom . --snapshot
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./ArmorPaint . --snapshot
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# Generates a `krom.bin` file from `krom.js` file
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```
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