Changes between Version 196 and Version 197 of AndroidPort


Ignore:
Timestamp:
Feb 1, 2012, 7:05:43 PM (12 years ago)
Author:
Anders Feder
Comment:

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  • AndroidPort

    v196 v197  
    106106I 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.
    107107
    108 See [wiki:SLESPort].
     108See [wiki:GLESPort].
    109109
    110110=== Other dependencies ===
     
    346346The native library (i.e. the actual game) is built using the standard Premake build system as follows.
    347347
    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.) '''''''''
    349349
    350350Download the game from SVN to any location, e.g.: