Page 11 of 20

Re: Android build openmw

Posted: 21 Jul 2014, 16:08
by sandstranger
.

Re: Android build openmw

Posted: 21 Jul 2014, 19:13
by sandstranger
.

Re: Android build openmw

Posted: 21 Jul 2014, 22:35
by Chris
You didn't modify it like scrawl said, so now you're making bad shaders...
WARNING: 0:127: 'lightDir' : used without being initialised

Re: Android build openmw

Posted: 22 Jul 2014, 05:34
by sandstranger
.

Re: Android build openmw

Posted: 22 Jul 2014, 11:07
by Xelasarg
sandstranger, O-M-F-G, I only registered to say thank you and encourage you to continue your fabulous work! :D
I was so hoping for an Android release, and your dedication and the progress you're making are really impressive. I must admit I haven't even been able to really test your build yet (don't have my game files here with me...), but so far the app starts up and only drops back to desktop after a few seconds when it doesn't find the game resources. At least this doesn't look like a "real" crash to me, so I'm being optimistic right now. ;)
Btw, has anyone bothered to try and use either GamePad (free) or GameKeyboard (paid app) from Google Play to control the game? I'll check both methods out and see if they work.

Re: Android build openmw

Posted: 22 Jul 2014, 17:51
by sandstranger
.

Re: Android build openmw

Posted: 22 Jul 2014, 19:58
by sandstranger
.

Re: Android build openmw

Posted: 22 Jul 2014, 22:04
by scrawl
The line you commented out is what factors the texture into the output colour, therefore no textures are visible. Previously, the output was all black, which leads me to believe the textures are sampled black. I think I have an idea why that could be happening. Try this:

Code: Select all

diff --git a/extern/shiny/Main/MaterialInstance.cpp b/extern/shiny/Main/MaterialInstance.cpp
index b8032d6..128cc59 100644
--- a/extern/shiny/Main/MaterialInstance.cpp
+++ b/extern/shiny/Main/MaterialInstance.cpp
@@ -163,7 +163,7 @@ namespace sh
 						mTexUnits.push_back(texUnit);
 
 						// set texture unit indices (required by GLSL)
-						if (useShaders && ((hasVertex && foundVertex) || (hasFragment && foundFragment)) && mFactory->getCurrentLanguage () == Language_GLSL)
+						if (useShaders && ((hasVertex && foundVertex) || (hasFragment && foundFragment)) && (mFactory->getCurrentLanguage () == Language_GLSL || mFactory->getCurrentLanguage() == Language_GLSLES))
 						{
 							pass->setTextureUnitIndex (foundVertex ? GPT_Vertex : GPT_Fragment, texIt->getName(), i);
 

Re: Android build openmw

Posted: 23 Jul 2014, 05:40
by sandstranger
.

Re: Android build openmw

Posted: 23 Jul 2014, 14:40
by sandstranger
.