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Re: Android part 2

Posted: 11 Feb 2019, 05:21
by xyzz
akortunov wrote:
11 Feb 2019, 04:43
xyzz wrote:
11 Feb 2019, 04:16
- Patched a lot of OpenMW & upstream osg code to get rid of data races reported by tsan
How about pull requests with some of these fixes?
None of these are in the mergeable state, it's just commenting out stuff tsan complains about.

Re: Android part 2

Posted: 20 Feb 2019, 05:53
by temporary
Thanks xyzz for the port to android, it's great.

I've been having an issue that I've seen other users on the forum have with underwater scenes displaying properly. It's the only thing I've been unable to get functioning properly. Multiple people reference in the old [WIP] Android port testing thread that in order to see underwater you have to turn the view distance down approximately to half. (Muramasa66 on page 14, and mojoswagger1980 on pages 32 and 34)

I *think* I found at least a temporary fix. In editing the openmw.cfg file, if you change the default values for

fallback=Water_UnderwaterSunriseFog, 3
fallback=Water_UnderwaterDayFog, 2.5
fallback=Water_UnderwaterSunsetFog, 3
fallback=Water_UnderwaterNightFog, 4
fallback=Water_UnderwaterIndoorFog, 3

It seems to get rid of the view distance/fog error. I have all of mine changed to 1.5 currently and I seem to be able to keep view distance at maximum. In doing a few test edits, it seems like openmw doesn't like when DayFog is set to 2.5 or when IndoorFog is set to 1. I just figured this out an hour or so ago so I haven't tested too extensively. So yeah, if that helps fixing that issue at all.

Re: Android part 2

Posted: 21 Feb 2019, 04:42
by xyzz
I've published a new release. As usual, it's available from github.
- Updated OpenMW to cb5a57e41b42aefa2ab05e5a6494039c14c66eb8
- Updated gl4es to d80c5efdd02de7a70745454b37c7b704c1f67a12

Re: Android part 2

Posted: 21 Feb 2019, 05:54
by Laicus
xyzz wrote:
21 Feb 2019, 04:42
I've published a new release.
On this build in GLES 2 is red sky.

Re: Android part 2

Posted: 21 Feb 2019, 07:36
by pulion

Re: Android part 2

Posted: 21 Feb 2019, 22:27
by xyzz
The red sky is caused by the shadows merge, I'll have to bisect it to figure out why exactly.

Re: Android part 2

Posted: 21 Feb 2019, 22:52
by pulion
xyzz wrote:
21 Feb 2019, 22:27
The red sky is caused by the shadows merge, I'll have to bisect it to figure out why exactly.
OK. I will wait for the new version of OpenMV for the test.

Re: Android part 2

Posted: 22 Feb 2019, 02:04
by Laicus
xyzz wrote:
21 Feb 2019, 22:27
The red sky is caused by the shadows merge
Shadows work on android?
I also wanted to ask about the loading screens, they are a bit annoying during the game.
In past builds with preload enabled, when traveling around the world, loading screens did not appear at all, in the build from 2019.02.10, screens sometimes appear.
Please, could you make that during loading of new cells and transitions of the interior / exterior these screens do not appear? Better when the frame just freezes.

Re: Android part 2

Posted: 22 Feb 2019, 03:04
by xyzz
Laicus wrote:
22 Feb 2019, 02:04
xyzz wrote:
21 Feb 2019, 22:27
The red sky is caused by the shadows merge
Shadows work on android?
I also wanted to ask about the loading screens, they are a bit annoying during the game.
In past builds with preload enabled, when traveling around the world, loading screens did not appear at all, in the build from 2019.02.10, screens sometimes appear.
Please, could you make that during loading of new cells and transitions of the interior / exterior these screens do not appear? Better when the frame just freezes.
Shadows don't work on my device. I'm looking into fixing the loading screen, but can't promise anything.

Re: Android part 2

Posted: 22 Feb 2019, 03:42
by Laicus
xyzz wrote:
22 Feb 2019, 03:04
I'm looking into fixing the loading screen, but can't promise anything.
Anyway, thank you so much, build 2019.02.10 is just perfect, there are no crashes and mods that did not work at 0.43, now work fine.