Changes between Version 116 and Version 117 of AndroidPort
- Timestamp:
- Jan 16, 2012, 5:38:58 AM (12 years ago)
Legend:
- Unmodified
- Added
- Removed
- Modified
-
AndroidPort
v116 v117 94 94 * Double-tap position in game world - apply selected unit's primary action to the position. 95 95 96 === ===Graphics ===96 === Graphics === 97 97 Android includes support for high performance 2D and 3D graphics with the Open Graphics Library (OpenGL), specifically, the OpenGL ES API. Since the game utilizes features of the full, standard OpenGL API, these portions of the code will have to be migrated to OpenGL ES. 98 98 99 99 I think the best approach is to extend graphics/!ShaderProgram.cpp to support GLSL shaders (it was designed with that in mind, but I don't know if it'll actually work without some interface changes); then move all the renderer's existing fixed-function texture-environment setup code into ShaderProgramFFP.cpp and implement GLSL-based equivalents, so that most of the rest of the renderer code doesn't have to care whether it's using FFP or GLSL (it just uses the CShaderProgram interface). Also, change all immediate-mode drawing (glVertex3f etc) to vertex arrays. I think that should deal with the most serious problems, and the code would all be shared between GLES and desktop GL modes (no need for forking or #ifdefs etc) and can be tested with desktop GL. Then there's probably just lots of little issues remaining, which can be addressed as they occur. 100 100 101 ===102 101 === Other dependencies === 103 102 Android-compatible replacements must be found for all [http://trac.wildfiregames.com/wiki/BuildInstructions#Linux the dependencies of the PC edition]. This is what we have so far: