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Re: Android build openmw

Posted: 23 Jul 2014, 17:08
by sandstranger
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Re: Android build openmw

Posted: 23 Jul 2014, 18:38
by scrawl
So disabling mipmaps makes the textures work. That is not a very good solution. As you can see the more distant textures appear grainy (that's what the mipmaps are for).

One possible cause is if your graphics card/driver reports support for hardware mipmapping, but hasn't implemented it properly. Please try to comment this line in OgreGLES2RenderSystem.cpp and check if mipmaps work now:

Code: Select all

        // Hardware support mipmapping
        rsc->setCapability(RSC_AUTOMIPMAP);

Re: Android build openmw

Posted: 23 Jul 2014, 19:15
by sandstranger
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Re: Android build openmw

Posted: 23 Jul 2014, 19:20
by Greendogo
Do you mind if I share your accomplishment on the Bethesda forums, sandstranger?

Edit: on second thought, the moderators might not take kindly to the fact that you have the Morrowind data files on a mobile computer with no CD-ROM drive.

Re: Android build openmw

Posted: 23 Jul 2014, 20:00
by sandstranger
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Re: Android build openmw

Posted: 23 Jul 2014, 22:43
by Greendogo
So how do you get the data files on your android device? Are there any legal issues with requiring users to copy the games data files to the device manually before you can use it?

Re: Android build openmw

Posted: 24 Jul 2014, 00:09
by wheybags
No, of course not, you can have as many copies of your own data as you want.

Re: Android build openmw

Posted: 24 Jul 2014, 00:51
by ElderTroll
This is great work Sandstranger. We should share this on the ogre3d forums as well. If someone could take a video of an android device running OpenMW, Weirdsexy could easily cut it into the release video. Just keep the camera steady.

Re: Android build openmw

Posted: 24 Jul 2014, 01:12
by Chris
scrawl wrote:So disabling mipmaps makes the textures work. That is not a very good solution. As you can see the more distant textures appear grainy (that's what the mipmaps are for).
According to the forum post he linked to, the problem is having mipmapping enabled on render textures, not mipmaps in general. We should probably forcefully disable mipmapping on renderable textures instead of leaving it as the default setting.

Re: Android build openmw

Posted: 24 Jul 2014, 08:58
by Xelasarg
I know it's a bit early for troubleshooting, but I can't get OpenMW to work on my Note 2 (Kitkat 4.4.2). The first time I ran the first build, it dropped back to the desktop without a crash message, but ever since I get force closes, no matter which of the three builds I try.

I've attached a catlog, if anyone is interested (can't post it as spoiler because it contains too many characters... :geek: ).