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firststeps [2019/03/08 10:46] – [Building an app with Gorilla3D and Delphi 10.3 Rio for Android] admin | firststeps [2020/11/06 09:23] – [First Steps] admin | ||
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====== First Steps ====== | ====== First Steps ====== | ||
- | The framework usage is quite the same as using Delphi | + | Handling Gorilla3D |
- | At first we need a viewport to display | + | The main difference is the usage of TGorillaViewport as the main component for display. |
+ | **You can no longer use a TViewport3D or TForm3D as basis for showing | ||
+ | The reason for that is, that Gorilla3D extends functionality a lot and needs special treatment, which the default viewport do not provide (f.e. Render-Passes, | ||
- | It is possible to use default firemonkey components like Buttons, Labels | + | But, let' |
- | + | * [[viewport|Viewport]] | |
- | ===== Creating a Gorilla3D | + | * [[models|Models]] |
- | + | * [[animations|Animations]] | |
- | You can find the viewport at designtime in the toolbar under: | + | * [[materials|Materials]] |
- | + | * [[default-material|DefaultMaterial]] | |
- | + | * [[runtime-material|RuntimeMaterial]] | |
- | Gorilla3D > TGorillaViewport. | + | * [[water|Water]] |
- | + | * [[primitives|Primitives]] | |
- | + | | |
- | Simply drag it onto your form or create it at runtime | + | |
- | + | | |
- | **__CAUTION: | + | * [[physics|Physics]] |
- | + | * [[fmodaudio|FMOD Audio]] | |
- | + | * [[assetsmanager|Assets Manager]] | |
- | ===== Creating a viewport at runtime ===== | + | * [[billboard|Billboard]] |
- | + | * [[inventory|Inventory]] | |
- | If you need to create the Gorilla3D viewport at runtime, you can do it the following way: | + | * [[dialogues|Dialogues]] |
- | + | * [[skillsystem|Skillsystem]] | |
- | + | * [[inputpolling|Input Polling]] | |
- | <file pascal Form1.pas> | + | * [[pathfinding|Pathfinding]] |
- | uses | + | * [[renderpass|Render Pass]] |
- | | + | * [[shadows|Shadows]] |
- | | + | * [[water|Water]] |
- | + | * [[bokeh|Bokeh]] | |
- | // in our form (TForm1) we added a field named " | + | * [[deftypes|Internal Model Definition]] |
- | procedure TForm1.FormCreate(Sender: | + | * [[transparency|Transparency]] |
- | begin | + | * [[layer3d|2D FMX components]] |
- | | + | * [[scripting|Scripting]] |
- | | + | * [[interaction|Interaction]] |
- | | + | * [[charactercontrolling|CharacterControlling]] |
- | end; | + | * [[android|Android]] |
- | </ | + | |
- | + | ||
===== Building an app with Gorilla3D and Delphi 10.3 Rio for Android ===== | ===== Building an app with Gorilla3D and Delphi 10.3 Rio for Android ===== | ||
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When installing Delphi 10.3 Rio, the default configuration is set to " | When installing Delphi 10.3 Rio, the default configuration is set to " | ||
+ | |||
+ | **Since Gorilla3D v0.8.1 we have to set NDK minimum API level to " | ||
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[DCC Error] E2597 C: | [DCC Error] E2597 C: | ||
</ | </ | ||
+ | |||
+ | Your app should tell Android that it needs at least OpenGL ES 3.0. This can be done in " | ||
+ | |||
+ | < | ||
+ | <!-- Tell the system this app requires OpenGL ES 3.0. --> | ||
+ | < | ||
+ | </ | ||
+ | |||
+ | Change the attribute android: |