Some common questions answered.
Yes.
We will start looking at Android soon, after the desktop version goes out of beta.
iOS is a little bit more involved due to LGPL3 requirements.
No, because it is a proprietary codec. You cannot legally distribute end-user software containing the H.264 codec without a license from Via LA. However, if you have such a license, you can recompile Qt with this proprietary codec enabled.
Yes, but we have not looked into it yet. On the roadmap.
No.
Support for these graphics libraries can be implemented on commission. Contact us for more information.
Support for other architectures (or platforms) can be implemented on commission. Contact us for more information.
No, unless you only need the QtQuick renderer (and not the webview), in which case MoltenVK can be used. Still, this is an exotic request and you're better off using Metal for your Godot project.
Due to LGPL3 requirements, we'll need to switch from LGPL3 to a commercial Qt license. In addition, Qt 6 will need to be ported, which requires a developer licence for the console in question.
Force sRGB. We recommend the following settings for a StandardMaterial3D
.
Uncheck Unshaded
if you want the texture to receive lighting/shadows.
See blog post.
You will need either of:
widevinecdm.dll
libwidevinecdm.so
libwidevinecdm.dylib
Then, refer to these files from the WebView properties (which is still todo, on the roadmap).
6.7.3. You may relink against different versions of Qt by providing your own set of libraries.
No. 4.4 is the minimum required version.