Trass3r
Trass3r
referencing the newly created pdb.
Galaxy S7, potentially related to float textures support. WebGL2 might help: https://www.khronos.org/webgl/public-mailing-list/public_webgl/1703/msg00043.php 
Well a big question is how to deal with backward compatibility and OpenCL extensions. In the long run it isn't practical to support every OpenCL version in the wrapper. They...
``` abort("Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at...
Found this old #362 branch and rebased fwiw.
We support custom normal maps via texture basename suffix `_n` and also similarly displacement maps named `_p`. Those are loaded by trying to `locateAsset` which prints warnings internally.
Just for the record. At the moment it's still just plain ambient lighting. Real lights are required for advanced effects. https://wiki.jmonkeyengine.org/docs/3.4/core/light/light_and_shadow.html Dev branch: https://github.com/tonihele/OpenKeeper/commits/light_n_shadow
When using higher-resolution images: 
JME itself has good Android support: http://docs.jmonkeyengine.org/jme3/android.html Are there any long-term plans to work towards Android compatibility?