Version 3 (modified by 12 years ago) ( diff ) | ,
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This page documents how the graphics of 0 A.D. may be ported to OpenGL ES.
This is required for an Android port, but might also be of interest to possible ports to iOS and other mobile systems.
To-do list: https://gist.github.com/1716713
I think a possibly sensible plan would be to focus on getting just the GUI to work for now (plus the build system and anything else required), and #ifdef out any problematic non-GUI code, so we can have a runnable starting point before porting all the other graphics code. (I was attempting to start with the GUI here, getting rid of some of the fixed-function code). That will probably involve more changes to the CShaderProgram API so that it can use glVertexAttribPointer instead of the not-in-GLES2 glColorPointer etc, and the rest is probably just tedious rearrangement of code to use the new APIs.