diff --git a/.gitattributes b/.gitattributes index 67483f47..de67d156 100644 --- a/.gitattributes +++ b/.gitattributes @@ -50,15 +50,15 @@ Dockerfile text ## DOCUMENTATION -*.markdown text -*.md text -*.mdwn text -*.mdown text -*.mkd text -*.mkdn text -*.mdtxt text -*.mdtext text -*.txt text +*.markdown text eol=lf +*.md text eol=lf +*.mdwn text eol=lf +*.mdown text eol=lf +*.mkd text eol=lf +*.mkdn text eol=lf +*.mdtxt text eol=lf +*.mdtext text eol=lf +*.txt text eol=lf AUTHORS text CHANGELOG text CHANGES text diff --git a/32BIT.md b/32BIT.md index 715e9452..a3da592e 100644 --- a/32BIT.md +++ b/32BIT.md @@ -1,17 +1,17 @@ -# PojavLauncher's 32-bit support -Most of you, Android users, who are reading this now, won't be bothered by this documentation, but for the poor souls who have a 32-bit device, let's press ~~L~~ F to pay respect to them. - -Before ARM transitioned into the more-powerful, more-utilizing `arm64/aarch64` architecture; everyone was using `arm/aarch32` - -We're not here to give you historical information of it, but feel free to read [this documentary about the ARM platform.](https://en.m.wikipedia.org/wiki/ARM_architecture_family) - -**You may encounter issues while using PojavLauncher on 32-bit devices. Here's a list of stuff that's known to be problematic:** - -## RAM Allocation -* **Real 32-bit devices (32-bit hardware and firmware), can't allocate more than 768MB of RAM to PojavLauncher. This can't be changed even if the device has more free RAM.** -* Examples of real 32-bit SoCs: Qualcomm Snapdragon 801, 800, 600, 400, S4, S3, S2, S1 -* **64-bit devices limited to 32-bit firmware can't allocate more than ~1000MB of RAM. As said earlier, this can't be changed.** -* Examples of 64-bit SoCs limited to 32-bit firmware: MediaTek Helio G37, G35, G25, P35, P25, P23, P22 - -## Performance -Due to 32-bit's processing speed limit, Minecraft's performance is always compromised. Even with optimization mods installed, you may get big stutters even on lowest settings. Decreasing RAM Allocation may help performance in certain scenarios. +# PojavLauncher's 32-bit support +Most of you, Android users, who are reading this now, won't be bothered by this documentation, but for the poor souls who have a 32-bit device, let's press ~~L~~ F to pay respect to them. + +Before ARM transitioned into the more-powerful, more-utilizing `arm64/aarch64` architecture; everyone was using `arm/aarch32` + +We're not here to give you historical information of it, but feel free to read [this documentary about the ARM platform.](https://en.m.wikipedia.org/wiki/ARM_architecture_family) + +**You may encounter issues while using PojavLauncher on 32-bit devices. Here's a list of stuff that's known to be problematic:** + +## RAM Allocation +* **Real 32-bit devices (32-bit hardware and firmware), can't allocate more than 768MB of RAM to PojavLauncher. This can't be changed even if the device has more free RAM.** +* Examples of real 32-bit SoCs: Qualcomm Snapdragon 801, 800, 600, 400, S4, S3, S2, S1 +* **64-bit devices limited to 32-bit firmware can't allocate more than ~1000MB of RAM. As said earlier, this can't be changed.** +* Examples of 64-bit SoCs limited to 32-bit firmware: MediaTek Helio G37, G35, G25, P35, P25, P23, P22 + +## Performance +Due to 32-bit's processing speed limit, Minecraft's performance is always compromised. Even with optimization mods installed, you may get big stutters even on lowest settings. Decreasing RAM Allocation may help performance in certain scenarios. diff --git a/FFMPEG.md b/FFMPEG.md index 8a92243d..22b82db5 100644 --- a/FFMPEG.md +++ b/FFMPEG.md @@ -1,15 +1,15 @@ -# Exporting videos with Replay Mod - -1. Download the ffmpeg binary [here](https://github.com/Khang-NT/ffmpeg-binary-android/releases/tag/2018-07-31). Choose one according to your device’s architecture. - - (For GitHub builds) Due to the limit of Replay’s command window, you need to rename the executable to a short name, like -> `:fr:`. Let’s call it ``. -2. Install an APK Editor from Google Play or everywhere else. -3. Follow the instructions of the app to add the executable to `/lib/` folder of the APK. Then build the APK and install it. - - (Required for a clean install) Install everything needed (Forge, Replay Mod). -4. Now launch Minecraft. We haven’t done yet, so force close it after launching. -5. Find latestlog.txt. - - Open it and find this line: `Added custom env: POJAV_NATIVEDIR=`. - - Copy the `` part. -6. Launch the game again, go to Replay Viewer and load the record you want to export. -7. Follow Replay’s instructions to add keyframes, then (press T show mouse cursor and) click at `Render Camera Path`. -8. Scroll to the bottom, paste the text you copied in step 5 into the first command line window, then write `/` (step 1) at the end of the text line. -9. Tap `Render` and enjoy your video. +# Exporting videos with Replay Mod + +1. Download the ffmpeg binary [here](https://github.com/Khang-NT/ffmpeg-binary-android/releases/tag/2018-07-31). Choose one according to your device’s architecture. + - (For GitHub builds) Due to the limit of Replay’s command window, you need to rename the executable to a short name, like -> `:fr:`. Let’s call it ``. +2. Install an APK Editor from Google Play or everywhere else. +3. Follow the instructions of the app to add the executable to `/lib/` folder of the APK. Then build the APK and install it. + - (Required for a clean install) Install everything needed (Forge, Replay Mod). +4. Now launch Minecraft. We haven’t done yet, so force close it after launching. +5. Find latestlog.txt. + - Open it and find this line: `Added custom env: POJAV_NATIVEDIR=`. + - Copy the `` part. +6. Launch the game again, go to Replay Viewer and load the record you want to export. +7. Follow Replay’s instructions to add keyframes, then (press T show mouse cursor and) click at `Render Camera Path`. +8. Scroll to the bottom, paste the text you copied in step 5 into the first command line window, then write `/` (step 1) at the end of the text line. +9. Tap `Render` and enjoy your video. diff --git a/RENDERERS.md b/RENDERERS.md index 3f3e2ec2..85513aa4 100644 --- a/RENDERERS.md +++ b/RENDERERS.md @@ -1,25 +1,25 @@ -# Renderers -Minecraft runs on OpenGL, and mobile devices generally only support OpenGL ES (GLES). And since Minecraft won't run on GLES, we have to use renderers as compatibility layers between OpenGL ES and OpenGL. -## Holy GL4ES -- Designed for performance, Holy GL4ES is the default renderer in PojavLauncher and should be used in almost all scenrarios. -- Supports OpenGL 2.1 and has shader converting capabilities, thus makes up for about 1/8 of the OpenGL 3.x standard. -- Works on all versions of vanilla Minecraft. - -### A screenshot of Holy GL4ES running Minecraft 1.19.4 -![holygl4es](https://cdn.discordapp.com/attachments/967462820012773466/1094267417980579890/Screenshot_2023-04-08-16-17-56-860_net.kdt.pojavlaunch.debug.jpg) - -## ANGLE -- A bit slower than Holy GL4ES, runs on Vulkan. Should be used only in specific cases, where one can't load a server resource pack or a mod does not run because of missing OpenGL extensions. -- Supports OpenGL 3.2 only. -- Only works on Minecraft 1.17+ - -### A screenshot of ANGLE running Minecraft 1.19.4 -![angle](https://cdn.discordapp.com/attachments/967462820012773466/1094267418236428288/Screenshot_2023-04-08-16-19-39-025_net.kdt.pojavlaunch.debug.jpg) - -## virglrenderer -- Very slow, will soon be removed. It's only use cases are mods that don't run because of missing OpenGL extensions and running shaders. -- Supports OpenGL 4.3. -- Works on Minecraft 1.7+, can be extremely buggy. - -### A screenshot of virglrenderer running Minecraft 1.12.2 -![virglrenderer](https://cdn.discordapp.com/attachments/967462820012773466/1094267418517454858/Screenshot_2023-04-08-16-27-08-363_net.kdt.pojavlaunch.debug.jpg) +# Renderers +Minecraft runs on OpenGL, and mobile devices generally only support OpenGL ES (GLES). And since Minecraft won't run on GLES, we have to use renderers as compatibility layers between OpenGL ES and OpenGL. +## Holy GL4ES +- Designed for performance, Holy GL4ES is the default renderer in PojavLauncher and should be used in almost all scenrarios. +- Supports OpenGL 2.1 and has shader converting capabilities, thus makes up for about 1/8 of the OpenGL 3.x standard. +- Works on all versions of vanilla Minecraft. + +### A screenshot of Holy GL4ES running Minecraft 1.19.4 +![holygl4es](https://cdn.discordapp.com/attachments/967462820012773466/1094267417980579890/Screenshot_2023-04-08-16-17-56-860_net.kdt.pojavlaunch.debug.jpg) + +## ANGLE +- A bit slower than Holy GL4ES, runs on Vulkan. Should be used only in specific cases, where one can't load a server resource pack or a mod does not run because of missing OpenGL extensions. +- Supports OpenGL 3.2 only. +- Only works on Minecraft 1.17+ + +### A screenshot of ANGLE running Minecraft 1.19.4 +![angle](https://cdn.discordapp.com/attachments/967462820012773466/1094267418236428288/Screenshot_2023-04-08-16-19-39-025_net.kdt.pojavlaunch.debug.jpg) + +## virglrenderer +- Very slow, will soon be removed. It's only use cases are mods that don't run because of missing OpenGL extensions and running shaders. +- Supports OpenGL 4.3. +- Works on Minecraft 1.7+, can be extremely buggy. + +### A screenshot of virglrenderer running Minecraft 1.12.2 +![virglrenderer](https://cdn.discordapp.com/attachments/967462820012773466/1094267418517454858/Screenshot_2023-04-08-16-27-08-363_net.kdt.pojavlaunch.debug.jpg) diff --git a/SHADERS.md b/SHADERS.md index cc431fef..26169b9d 100644 --- a/SHADERS.md +++ b/SHADERS.md @@ -1,7 +1,7 @@ -# Shaders -### Open4ES -- Famous shaders (e.g. SEUS), which are converted to work with GL4ES. -- Open4ES GitHub repository [here](https://github.com/Open4Es/Open4Es-Shader-Android). -- Open4ES Old Versions Archive [here](https://www.mediafire.com/folder/cp87zpb3ichj7/Open4ES). -### Screenshot of Open4ES-Chocapic on Minecraft 1.8.9 -![Open4ES](https://cdn.discordapp.com/attachments/967462820012773466/1094273064096764024/Screenshot_2023-04-08-16-49-38-257_net.kdt.pojavlaunch.debug.jpg) +# Shaders +### Open4ES +- Famous shaders (e.g. SEUS), which are converted to work with GL4ES. +- Open4ES GitHub repository [here](https://github.com/Open4Es/Open4Es-Shader-Android). +- Open4ES Old Versions Archive [here](https://www.mediafire.com/folder/cp87zpb3ichj7/Open4ES). +### Screenshot of Open4ES-Chocapic on Minecraft 1.8.9 +![Open4ES](https://cdn.discordapp.com/attachments/967462820012773466/1094273064096764024/Screenshot_2023-04-08-16-49-38-257_net.kdt.pojavlaunch.debug.jpg) diff --git a/changelogs/ANDROID.md b/changelogs/ANDROID.md index 453d980f..3db21170 100644 --- a/changelogs/ANDROID.md +++ b/changelogs/ANDROID.md @@ -1 +1 @@ -![.](https://cdn.discordapp.com/attachments/1059094483582586950/1087061554190618674/images.png) +![.](https://cdn.discordapp.com/attachments/1059094483582586950/1087061554190618674/images.png)