I don’t know about the SDL renderer for 2D games with regards to GLES2, but SDL GLES2 works fine here after I fixed the CreateContext line in SDLActivity.java to specify an appropriate list of
attributes (requesting the version I want).
Granted I’ve only tested on Tegra hardware here, but it works fine.On 08/06/2011 06:36 AM, William Dyce wrote:
I don’t think the SDL port currently supports ES 2.0 at the moment. The higher Android OS versions wouldn’t display anything until I forced GLES 1.1 to be used instead: apparently as of Android 2.2
it’s all GLES2 unless you specify otherwise.I’ve stripped out all the calls GL-only now - apparently it should be more efficient this way anyway (for desktop computers I mean). Android’s still not keep on texturing my polygons though: guessing
I’m still using something that doesn’t work properly in the embedded version. Other people have had similar issues - just type “android texture black” into Google and you get all kinds of stuff:
http://www.gamedev.net/topic/511985-texture-appearing-black/
http://stackoverflow.com/questions/4124708/opengl-textures-appear-just-black
http://stackoverflow.com/questions/6068903/gldrawtexfoes-draws-black-texture-on-phone-and-correct-in-emulatorI’m confident that there’s a solution to this - I’ll share if I find it
William
On 6 August 2011 00:03, Paulo Pinto <pjmlp at progtools.org <mailto:pjmlp at progtools.org>> wrote:
You really should drop glBegin/glEnd calls, specially if you plan to move later on to OpenGL ES 2.0 devices, which don't support this type of calls any longer. On Fri, Aug 5, 2011 at 3:02 PM, Brian Barnes <ggadwa at charter.net <mailto:ggadwa at charter.net>> wrote: Vittorio G wrote: I'm throwing in my own opengles questions hoping that someone will be able to reply: from the documentation you can always found two versions for every function, one is with floats and one is with fixed integers (like glorthof and glorthox). A consensus on this subject seems to be lacking, so which flavor gives the best performance on a modern mobile gpu? -f or -x? I can't speak for Andriod, but every iOS device (forever) has had a FPU, so do NOT use fixed, it'll just slow it down. Stick with floats (especially for vertex data.) The next question is -- unsigned bytes for color data or floats? That's something I'm about to try, so I can answer that question later. I suspect unsigned bytes will be much faster (as memory bandwidth is your big concern here.) As for Williams question, I'd do a rewrite on my non-OpenGL ES desktop application first -- go to VBOs for everything, first, and eliminate all the glBegin/glEnd pairs. Make sure all your VBO indexes fit in unsigned shorts (no unsigned int indexes in OpenGL ES). You're going to want to do that before you even attempt a OpenGL ES port. [>] Brian _________________________________________________ SDL mailing list SDL at lists.libsdl.org <mailto:SDL at lists.libsdl.org> http://lists.libsdl.org/__listinfo.cgi/sdl-libsdl.org <http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org> _______________________________________________ SDL mailing list SDL at lists.libsdl.org <mailto:SDL at lists.libsdl.org> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
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LordHavoc
Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
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