[WIP] Android port testing

For new and upcoming OpenMW branches and ports; move fast and break things!
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psi29a
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Re: [WIP] Android port testing

Post by psi29a » 27 Mar 2018, 13:11

To be honest, OpenMW has never been supported to run with GLESv1, anything having to do with that was related to Android development.

I think it best to drop it completely. OpenMW is not in a state to natively support GLESv1_cm and it also removed in Debian and other downstream distros.

krupepe55
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Re: [WIP] Android port testing

Post by krupepe55 » 27 Mar 2018, 16:33

If gles v2 is used, are you okay with that things underwater wouldn't be visible? Unless it somehow sorted out?

Image

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psi29a
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Re: [WIP] Android port testing

Post by psi29a » 27 Mar 2018, 17:47

What we're talking about shouldn't have any impact on the android port, it uses a GL wrapper to translate GL calls to GLESv1 and GLESv2.

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psi29a
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Re: [WIP] Android port testing

Post by psi29a » 27 Mar 2018, 19:21

This should wrap things up:
https://github.com/OpenMW/openmw/pull/1651

Muramasa66
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Re: [WIP] Android port testing

Post by Muramasa66 » 28 Mar 2018, 06:11

krupepe55 wrote:
27 Mar 2018, 16:33
If gles v2 is used, are you okay with that things underwater wouldn't be visible? Unless it somehow sorted out?

Image
If you turn the "View Distance" down a bit in the "Detail" section in options, then you'll be able to see underwater in GLESv2.

RedAlert
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Re: [WIP] Android port testing

Post by RedAlert » 29 Mar 2018, 06:07

Hi, I have a problem, Gles_1 does not work on my tablet, it gives an error "failed to create graphics context"
And on gles_2 horrible textures of the earth, is it possible to somehow fix that out of this, thank you in advance, tablet on intel, sorry for the screech English

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psi29a
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Re: [WIP] Android port testing

Post by psi29a » 29 Mar 2018, 19:40

Merged! Time for a new binary?

xyzz
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Re: [WIP] Android port testing

Post by xyzz » 30 Mar 2018, 20:23

Of course:

- Updated OpenSceneGraph to 3.5.10, this fixes textures in GLESv2 renderer
- Updated gl4es to 9b36190e079524ef8e3f0046a5b260110f9ee2f2
- Made sneak button toggle-able again
- Updated OpenMW to 5e6be0307e78954373cf33286546c390a0ea64e1 (+ 2 android-specific patches)

Note: You will need to "Reset configuration files" if updating from a previous version.

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AnyOldName3
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Re: [WIP] Android port testing

Post by AnyOldName3 » 31 Mar 2018, 00:01

Bear in mind that there are some design decisions in master-branch OSG (especially in versions after 3.5) that can cause a significant performance impact with OpenMW, hence why we have our own fork. If you happen to know which specific changes make OSG 3.5.10 work better than OSG-on-steroids, it would be beneficial if you could backport them to our fork instead of making the Android port reliant on something which other platforms avoid by default.
AnyOldName3, Master of Shadows

Muramasa66
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Re: [WIP] Android port testing

Post by Muramasa66 » 31 Mar 2018, 00:09

xyzz wrote:
30 Mar 2018, 20:23
Of course:

- Updated OpenSceneGraph to 3.5.10, this fixes textures in GLESv2 renderer
- Updated gl4es to 9b36190e079524ef8e3f0046a5b260110f9ee2f2
- Made sneak button toggle-able again
- Updated OpenMW to 5e6be0307e78954373cf33286546c390a0ea64e1 (+ 2 android-specific patches)

Note: You will need to "Reset configuration files" if updating from a previous version.
Thanks for the update. Keep up the good work! :)

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