[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 »

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 »

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

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psi29a
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Re: [WIP] Android port testing

Post by psi29a »

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 »

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 »

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 »

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 »

Merged! Time for a new binary?
xyzz
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Re: [WIP] Android port testing

Post by xyzz »

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 »

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.
Muramasa66
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Re: [WIP] Android port testing

Post by Muramasa66 »

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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