update README
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19
README.md
19
README.md
@@ -308,12 +308,22 @@ uberz -TSHADINGMODEL=lit -TBLENDING=opaque -o lit_opaque_43.uberz lit_opaque
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(note that the number in the filename corresponds to the Material version, not the Filament version. Not every Filament version requires a new Material version).
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## Releasing your app
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## Footguns
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### Stripping in release mode
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If you build your app in release mode, you will need to ensure that "Dead Strip" is set to false.
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This is because we only invoke the library at runtime via FFI, so at link time these symbols are otherwise treated as redundant.
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### Animations when backgrounded
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Don't call playAnimation when the app is in the background (i.e inactive/hidden). This will queue, but not start, an animation, and eventually this will overflow the command buffer when the app is foregrounded/resumed.
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If you have some kind of looping animation in your app code, make sure it pauses while the app is backgrounded.
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## Versioning
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||Android|iOS|MacOS|Windows|Linux|WebGL|
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@@ -352,6 +362,13 @@ The results will depend on the actual device used to generate the golden, theref
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git clone git@github.com:nmfisher/filament.git && cd filament
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```
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## Android/iOS/MacOS
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```
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git checkout flutter-filament-ios-android-macos
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./build.sh -p <platform> release
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```
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## Windows
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To support embedding GPU textures in Flutter (rather than copying to a CPU pixel buffer on every frame), we need to build a slightly customized version of Filament that uses GLES on Windows (rather than the default, which uses OpenGL).
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