Changes between Version 196 and Version 197 of AndroidPort
- Timestamp:
- Feb 1, 2012, 7:05:43 PM (12 years ago)
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AndroidPort
v196 v197 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 [wiki: SLESPort].108 See [wiki:GLESPort]. 109 109 110 110 === Other dependencies === … … 346 346 The native library (i.e. the actual game) is built using the standard Premake build system as follows. 347 347 348 ''(Note: You currently need to reset your environment if it is still set up for cross-compiling from the previous section. Close any open terminal windows and open a new one.) '''''' 348 ''(Note: You currently need to reset your environment if it is still set up for cross-compiling from the previous section. Close any open terminal windows and open a new one.) ''''''''' 349 349 350 350 Download the game from SVN to any location, e.g.: