Android build openmw

Everything about development and the OpenMW source code.
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scrawl
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Re: Android build openmw

Post by scrawl »

That has nothing to do with bsa archives. It's having a problem loading a DXT3 compressed texture.
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:38, edited 1 time in total.
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scrawl
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Re: Android build openmw

Post by scrawl »

In the log you have EXT_texture_compression_s3tc present, so it should be supported, actually. Can you log what format, mFormat and isConsecutive are?

You can probably work around it entirely by disabling compressed textures (which means Ogre will unpack the texture before uploading it to the GPU), but I think that needs small changes to Ogre. Try commenting this code block in OgreGLES2RenderSystem.cpp:

Code: Select all

        if (mGLSupport->checkExtension("GL_IMG_texture_compression_pvrtc") ||
            mGLSupport->checkExtension("GL_EXT_texture_compression_dxt1") ||
            mGLSupport->checkExtension("GL_EXT_texture_compression_s3tc") ||
            mGLSupport->checkExtension("GL_OES_compressed_ETC1_RGB8_texture") ||
            mGLSupport->checkExtension("GL_AMD_compressed_ATC_texture"))
        {
            rsc->setCapability(RSC_TEXTURE_COMPRESSION);

            if(mGLSupport->checkExtension("GL_IMG_texture_compression_pvrtc") ||
               mGLSupport->checkExtension("GL_IMG_texture_compression_pvrtc2"))
                rsc->setCapability(RSC_TEXTURE_COMPRESSION_PVRTC);
				
            if(mGLSupport->checkExtension("GL_EXT_texture_compression_dxt1") && 
               mGLSupport->checkExtension("GL_EXT_texture_compression_s3tc"))
                rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);

            if(mGLSupport->checkExtension("GL_OES_compressed_ETC1_RGB8_texture"))
                rsc->setCapability(RSC_TEXTURE_COMPRESSION_ETC1);

            if(gleswIsSupported(3, 0))
                rsc->setCapability(RSC_TEXTURE_COMPRESSION_ETC2);

			if(mGLSupport->checkExtension("GL_AMD_compressed_ATC_texture"))
                rsc->setCapability(RSC_TEXTURE_COMPRESSION_ATC);
        }
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
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scrawl
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Re: Android build openmw

Post by scrawl »

I test openmw on another device.Textures loaded on it without errors,
That's because this device doesn't support EXT_texture_compression_s3tc, so Ogre unpacked the texture before loading it.
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
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psi29a
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Re: Android build openmw

Post by psi29a »

sandstranger wrote:Ok I will disable compressed textures in Ogre and I will read documentation for openal .
I found this openal project for android
https://github.com/apportable/openal-soft
You should also talk with kcat (Chris), he is "the" developer of OpenAL-Soft, though not of this particular fork.
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
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sandstranger
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Re: Android build openmw

Post by sandstranger »

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Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
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