Changes between Version 197 and Version 198 of AndroidPort


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Timestamp:
Feb 2, 2012, 1:15:48 AM (12 years ago)
Author:
Anders Feder
Comment:

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  • AndroidPort

    v197 v198  
    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:GLESPort].
     108See [wiki:GLESPort].
    109109
    110110=== Other dependencies ===
     
    343343$ make install
    344344}}}
     345==== Bundled libraries ====
     346The 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
     350ENet.
     351
     352!SpiderMonkey.
     353
     354FCollada.
     355
    345356=== Building the game ===
    346357The native library (i.e. the actual game) is built using the standard Premake build system as follows.