Changes between Version 197 and Version 198 of AndroidPort
- Timestamp:
- Feb 2, 2012, 1:15:48 AM (12 years ago)
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AndroidPort
v197 v198 106 106 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. 107 107 108 See 108 See [wiki:GLESPort]. 109 109 110 110 === Other dependencies === … … 343 343 $ make install 344 344 }}} 345 ==== Bundled libraries ==== 346 The game comes bundled with a number of libraries. Eventually, we can fix the Premake build system to cross-compile these for Android, but for now we will build them manually. 347 348 ''Note: There is currently ''[http://public.kitware.com/Bug/view.php?id=11333 a bug]'' in CMake that is causing the NVTT build to fail. Waiting for release of a fix.'' 349 350 ENet. 351 352 !SpiderMonkey. 353 354 FCollada. 355 345 356 === Building the game === 346 357 The native library (i.e. the actual game) is built using the standard Premake build system as follows.