Android part 2

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Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus »

Sisah wrote: 29 Mar 2020, 15:27
Is this bug due to terrain_fragment.glsl? Radial fog is also mentioned in water_fragment.glsl
Is it possible to simplify them so that only radial fog turns on, or did you do this?
Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus »

Sisah wrote: 29 Mar 2020, 15:27 Try put back original terrain_fragment and replace
vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
With
vec2 adjustedUV = uv;
Thats what bring texture back to me, then scale it with
vec2 adjustedUV = uv * vec2(4.0, 4.0);
And "fix" blendmap on line
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
With
gl_FragData[0].a *= texture2D(blendMap, uv).a;

Also es2 renderer should be selected
It partially helped, but now the texture is not buggy under the player, but the next mip level.
What else can be done?
Just in case, my shader, maybe I was mistaken somewhere.
Attachments
terrain_fragment.rar
(1.11 KiB) Downloaded 131 times
Last edited by Laicus on 29 Mar 2020, 16:22, edited 1 time in total.
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

Its probably gl4es issue, shaders works bad. I found this workaroud accidentaly. Same thing happen if you enable force shaders, except that water, thats something new.
Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus »

Sisah wrote: 29 Mar 2020, 16:18 Its probably gl4es issue, shaders works bad.
On your smart, after editing, the radial fog is not buggy?
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

I think its ok, only downside is that i must play with water shader without reflection if i want radial fog. and blending on terrain is little different, not that smooth than with original shaders.

Try levitate to some height and then look around.

Never noticed that mipmap issue, but you are right. dont know how to fix it. i noticed that only when fliing. And happening only when radial fog is enabled.
Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus »

Sisah wrote: 29 Mar 2020, 16:57
This line can not cause a problem?

Code: Select all

vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

Comment it out, its not used. I get it to work somehow (that mipmap issue) probably with some settings but not sure what exactly it was :D so here is my shaders and settings cfg.

Distant terrain should be disabled it seems.
Attachments
aaaa.zip
(329.22 KiB) Downloaded 135 times
pulion
Posts: 40
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion »

Sisah wrote: 29 Mar 2020, 19:05 Comment it out, its not used. I get it to work somehow (that mipmap issue) probably with some settings but not sure what exactly it was :D so here is my shaders and settings cfg.

Distant terrain should be disabled it seems.
If it’s not difficult for you, can you share the APK file with your version of the shaders? I would like to test it on my device. thanks.
Sisah
Posts: 70
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah »

I cant compile it so just unpack resource folder to omw_nightly folder and add "--resources /sdcard/omw_nightly/resources" (may be different for you) to custom command line in app. But its a mess.
xyzz
Posts: 156
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz »

https://github.com/xyzz/openmw-android/ ... 34-nightly
- Disable portrait mode due to it causing random crashes
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