![](https://armorpaint.org/img/git.jpg) armorpaint ============== [ArmorPaint](https://armorpaint.org) is a software for 3D PBR texture painting - check out the [manual](https://armorpaint.org/manual). *Note 1: This repository is aimed at developers and may not be stable. Distributed binaries are currently [paid](https://armorpaint.org/download) to help with the project funding. All of the development is happening here in order to make it accessible to everyone. Thank you for support!* *Note 2: If you are compiling git version of ArmorPaint, then you need to have a compiler ([Visual Studio](https://visualstudio.microsoft.com/downloads/) - Windows, [clang](https://clang.llvm.org/get_started.html) + [deps](https://github.com/Kode/Kha/wiki/Linux) - Linux, [Xcode](https://developer.apple.com/xcode/resources/) - macOS / iOS, [Android Studio](https://developer.android.com/studio) - Android), [nodejs](https://nodejs.org/en/download/) and [git](https://git-scm.com/downloads) installed. Learn more about [Kha](https://github.com/Kode/Kha/wiki), [Kinc](https://github.com/Kode/Kinc/wiki) and [Krom](https://github.com/Kode/Krom/blob/master/readme.md).* ```bash git clone --recursive https://github.com/armory3d/armorpaint cd armorpaint ``` ```bash # Windows node Kromx/make -g direct3d11 cd Kromx # Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB) node Kinc/make -g direct3d11 # Open generated Visual Studio project # Set `Project - Properties - Debugging - Command Arguments` to `..\..\build\krom` # Build for x64 & release ``` ```bash # Linux node Kromx/make -g opengl cd Kromx node Kinc/make -g opengl --compiler clang --compile cd Deployment strip Krom ./Krom ../../build/krom ``` ```bash # macOS node Kromx/make -g opengl cd Kromx node Kinc/make -g opengl # Copy contents of `path/to/armorpaint/build/krom` to `path/to/armorpaint/Kromx/Deployment` # Open generated Xcode project # Add `path/to/armorpaint/Kromx/v8/libraries/macos/release` into `Project - Krom - Build Settings - Search Paths - Library Search Paths` # Build ``` ```bash # Android - wip node Kromx/make android -g opengl --shaderversion 300 cd Kromx node Kinc/make android -g opengl # Manual tweaking is required for now: # https://github.com/armory3d/Kromx/blob/master/kincfile.js#L68 # Open generated Android Studio project # Build for device ``` ```bash # iOS - wip node Kromx/make ios -g opengl --shaderversion 300 cd Kromx node Kinc/make ios -g opengl # Manual tweaking is required for now: # https://github.com/armory3d/Kromx/blob/master/kincfile.js#L84 # Open generated Xcode project # Add `path/to/Kromx/v8/libraries/ios/release` into `Project - Krom - Build Settings - Search Paths - Library Search Paths` # Build for device ``` ```bash # Windows DXR - wip node Kromx/make -g direct3d12 cd Kromx # Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB) node Kinc/make -g direct3d12 --raytrace dxr # Open generated Visual Studio project # Set `Project - Properties - Debugging - Command Arguments` to `..\..\build\krom` # Build for x64 & release ``` ```bash # Updating cloned repository git pull origin master git submodule update --init --recursive ```