Android build openmw
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:44, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:44, edited 1 time in total.
Re: Android build openmw
You didn't modify it like scrawl said, so now you're making bad shaders...
WARNING: 0:127: 'lightDir' : used without being initialised
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:44, edited 1 time in total.
Re: Android build openmw
sandstranger, O-M-F-G, I only registered to say thank you and encourage you to continue your fabulous work!
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.
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.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:45, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:45, edited 1 time in total.
Re: Android build openmw
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);
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
.
Last edited by sandstranger on 01 Aug 2014, 16:45, edited 1 time in total.
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: Android build openmw
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Last edited by sandstranger on 01 Aug 2014, 16:45, edited 1 time in total.