Is OpenGL ES still supported?
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- Posts: 11
- Joined: 16 Aug 2016, 22:54
Is OpenGL ES still supported?
I know there were or is an android port when OGRE was used. But is OpenGL ES still supported now that OSC is used instead? I have a chromebook that I run Arch Linux on and would love to have morrowind running on it. It's an Armv7h cpu with a relatively nice GPU, but one that only supports OpenGL ES 1,2 and 3.1 I'm certainly willing to compile it on my own, but I wasn't sure if there's a certain branch I need, or if I need to recompile openscenegraph as well. Any help would be appreciated! Thanks!
Re: Is OpenGL ES still supported?
It looks like there is an arch linux package of openscenegraph available for armv7h with OpenGL ES 2 support enabled.
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- Posts: 11
- Joined: 16 Aug 2016, 22:54
Re: Is OpenGL ES still supported?
Ah cool! You must be refering to this? Any idea if OpenMW itself needs any compile time flags enabled, or should it just take full advantage of openscengraph, and let that package handle all the GLES stuff? Currently I'm getting an issue with mygui saying it's not supported, but it looks like there's a 3 year old version on github that has opengles support. Although, I dunno if I should be worried with how old it is.aesylwinn wrote:It looks like there is an arch linux package of openscenegraph available for armv7h with OpenGL ES 2 support enabled.
Re: Is OpenGL ES still supported?
There may be some similarities with the process for compiling on android. It would probably be useful to look at the readme in the android port. I haven't compiled for arm myself, so I am unsure of what build options need to be ticked. I can see that there is an "OPENGL_ES" option in CMake.
Regarding your MyGUI problem: you'll probably need to compile MyGUI yourself using the dummy render system (CMake variable MYGUI_RENDERSYSTEM set to 1).
Regarding your MyGUI problem: you'll probably need to compile MyGUI yourself using the dummy render system (CMake variable MYGUI_RENDERSYSTEM set to 1).
Re: Is OpenGL ES still supported?
I hate to revive a necro thread, but It's the best place for it.
using OpenMW's OSG fork ("OSG on steroids") latest Change Mon, 28 Aug 2017 17:34:51 +0100 // Checked in by : Robert Osfield
Changing ccmake variables to
Doesn't get far :/
Anyone have suggestions for what OSG ccmake settings might have best change for an opengl-es build?
using OpenMW's OSG fork ("OSG on steroids") latest Change Mon, 28 Aug 2017 17:34:51 +0100 // Checked in by : Robert Osfield
Changing ccmake variables to
Code: Select all
OSG_GL1_AVAILABLE OFF
OSG_GL2_AVAILABLE OFF
OSG_GL3_AVAILABLE OFF
OSG_GLES1_AVAILABLE ON
OSG_GLES2_AVAILABLE ON
OSG_GLES3_AVAILABLE OFF
OSG_GL_DISPLAYLISTS_AVAILABLE OFF
OSG_GL_FIXED_FUNCTION_AVAILABL OFF
OSG_GL_LIBRARY_STATIC OFF
OSG_GL_MATRICES_AVAILABLE OFF
OSG_GL_VERTEX_ARRAY_FUNCS_AVAI OFF
OSG_GL_VERTEX_FUNCS_AVAILABLE OFF
Code: Select all
[ 0%] Building CXX object src/osg/CMakeFiles/osg.dir/Depth.cpp.o
/big/src/osg/src/osg/Depth.cpp: In member function ‘virtual void osg::Depth::apply(osg::State&) const’:
/big/src/osg/src/osg/Depth.cpp:34:5: error: ‘glDepthRangef’ was not declared in this scope
glDepthRangef(_zNear,_zFar);
^~~~~~~~~~~~~
/big/src/osg/src/osg/Depth.cpp:34:5: note: suggested alternative: ‘glDepthRange’
glDepthRangef(_zNear,_zFar);
^~~~~~~~~~~~~
glDepthRange
make[2]: *** [src/osg/CMakeFiles/osg.dir/build.make:583: src/osg/CMakeFiles/osg.dir/Depth.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:277: src/osg/CMakeFiles/osg.dir/all] Error 2
make: *** [Makefile:130: all] Error 2
- AnyOldName3
- Posts: 2681
- Joined: 26 Nov 2015, 03:25
Re: Is OpenGL ES still supported?
The OSGoS fork should still work with GLES, but it might not have been tested for a long while. More weirdly, though, the commit you're building doesn't seem to be at the tip of any of our branches, so I don't actually know what you're building and it's possible you're just building a random commit that happens to be broken.
None of that is important, though, as OpenMW currently doesn't have native GLES support. What you should be doing is building GL4ES, then linking that as your OpenGL library with an OSG build that targets desktop OpenGL.
None of that is important, though, as OpenMW currently doesn't have native GLES support. What you should be doing is building GL4ES, then linking that as your OpenGL library with an OSG build that targets desktop OpenGL.