[WIP] Android port testing

For new and upcoming OpenMW branches and ports; move fast and break things!
Ibhram
Posts: 11
Joined: 30 Jan 2018, 11:48

Re: [WIP] Android port testing

Post by Ibhram »

Thanks for your hard work ! I would like to give my 2 cents:

About OSC... Im a long time mobile player, and I prefer due to simplicity using osc. In this project the virtual sticks emulate a "real" gamepad stick with imoh is not the best approach, because:

-deadzones: real sticks have deadzones, a small region at the begining of the movement range that is not reactive. This for osc is very unintuitive and makes quite hard if not impossible to do precision movements.

-acceleration: again, while this has sense in a physical stick,its very hard to manage on a virtual stick. The right stick should turn your view at a defined, constant speed no matter how far you push it from the center point ( again removing deadzones or it's quite hard to fine aim ). Left stick for movement should be like this too... at most having 2 zones, an inner cicle for "walking" and one outer for sprinting ( like a hotkey zone sprint +move keydown ).

Every succesful first/third person FPS/RPG for mobile has this movement scheme ;)

Can these movement options be somewhat implemented?

All in all, great job and mad props !
krupepe55
Posts: 21
Joined: 01 Feb 2018, 13:31

Re: [WIP] Android port testing

Post by krupepe55 »

In latest build toggle sneak doesnt works, however I fixed this by adding
toggle sneak = true
In settings.cfg under [input]
Also my back key on my device isnt mapper to escape anymore, so I must use pause osc key instead.
pgratz
Posts: 2
Joined: 09 Mar 2018, 17:02

Re: [WIP] Android port testing

Post by pgratz »

Just tried out the March 25th version. Some good changes and a couple issues remaining. I'm running this on a Samsung Galaxy S3 Tab tablet and trying to use a hardware keyboard plus blue tooth mouse.

On the good side I noticed that now the dialog boxes work just fine with my hardware keyboard (without even having to press the keyboard button or three finger salute actually).

On the negative, the mouse is a bit less functional now than it was. If I mouse over to the virtual stick positions I can use my mouse to move one or the other virtual stick but otherwise the mouse is ignored.

Also, the only hardware keyboard key that seems to do anything is the letter Q (which starts the autowalk), on this build neither arrow keys (which worked before) nor WASD work to control movement.

Anyways, keep up the great work, I think this could be playable soon!

Paul
Muramasa66
Posts: 6
Joined: 26 Mar 2018, 15:30

Re: [WIP] Android port testing

Post by Muramasa66 »

Hey @xyzz,

Is there any way you could fix the ground textures not loading properly on GLESv2?
Screenshot_20180326-093436.jpg
Here's how the textures look like in GLESv1:
Attachments
Screenshot_20180326-093718.jpg
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psi29a
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Re: [WIP] Android port testing

Post by psi29a »

Could this be the cause for all these rendering issues?

https://github.com/OpenMW/openmw/blob/m ... r.cpp#L506

Can we try removing the ifdefs around this block of code?

Code: Select all

#if !defined(OPENGL_ES) && !defined(ANDROID)
xyzz
Posts: 156
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz »

psi29a wrote: 26 Mar 2018, 16:10 Could this be the cause for all these rendering issues?

https://github.com/OpenMW/openmw/blob/m ... r.cpp#L506

Can we try removing the ifdefs around this block of code?

Code: Select all

#if !defined(OPENGL_ES) && !defined(ANDROID)
So I tried removing !defined(ANDROID) and it seems to only affect GLESv2 (which makes sense since there's no shaders on GLESv1). If removed, the water just disappears, applying https://github.com/ptitSeb/gl4es/issues ... -370740306 in addition to it brings the water back but it kinda looks the same to me as it was before the changes.
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psi29a
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Re: [WIP] Android port testing

Post by psi29a »

Well... then can we do this and get rid of the #ifdefs anyway?
xyzz
Posts: 156
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz »

Well you still need OPENGL_ES ifdef, but you can remove the ANDROID one.
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psi29a
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Re: [WIP] Android port testing

Post by psi29a »

Why do we need the OPENGL_ES ifdef? You said it wasn't necessary if you you applied this https://github.com/ptitSeb/gl4es/issues ... -370740306

If we can get rid of the ifdefs, we should. Is this doable?
xyzz
Posts: 156
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz »

It's for other non-android devices that use opengl es 1 (instead of gl4es) and have no shader support. Unless you want to drop "native" gles 1 support completely, then it can be removed.
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