Android build openmw
Re: Android build openmw
That has nothing to do with bsa archives. It's having a problem loading a DXT3 compressed texture.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
.
Last edited by sandstranger on 01 Aug 2014, 16:38, edited 1 time in total.
Re: Android build openmw
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:
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);
}
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
.
Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
Re: Android build openmw
That's because this device doesn't support EXT_texture_compression_s3tc, so Ogre unpacked the texture before loading it.I test openmw on another device.Textures loaded on it without errors,
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
.
Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
- psi29a
- Posts: 5361
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: Android build openmw
You should also talk with kcat (Chris), he is "the" developer of OpenAL-Soft, though not of this particular fork.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
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
.
Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
.
Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
.
Last edited by sandstranger on 01 Aug 2014, 16:39, edited 1 time in total.