Android port
#42 Guest_afeder_*
Posted 11 January 2012 - 02:12 AM
Sonarpulse, on 11 January 2012 - 01:43 AM, said:
#43 Guest_afeder_*
Posted 11 January 2012 - 03:00 AM
http://pastebin.ca/2102027
The OpenGL errors are to be expected, but I am not quite sure how to proceed with the others. Hints appreciated.
#44
Posted 11 January 2012 - 03:32 AM
afeder, on 11 January 2012 - 03:00 AM, said:
http://pastebin.ca/2102027
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#45 Guest_afeder_*
Posted 11 January 2012 - 04:06 AM
historic_bruno, on 11 January 2012 - 03:32 AM, said:
#46
Posted 12 January 2012 - 12:14 PM
About OpenGL ES: Don't remember whether I've mentioned this before, but if not: 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.
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#47 Guest_afeder_*
Posted 12 January 2012 - 04:38 PM
#48
Posted 15 January 2012 - 11:29 PM
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#51
Posted 16 January 2012 - 06:53 PM
If you're not running 'make' with the '-k' flag, you should probably add it (e.g. "make -k pyrogenesis config=debug" is probably the best thing for initial testing) and then you should get zillions more errors
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#52
Posted 16 January 2012 - 09:49 PM
afeder, on 16 January 2012 - 06:04 AM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#53
Posted 16 January 2012 - 10:40 PM
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#54
Posted 16 January 2012 - 10:58 PM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#55 Guest_afeder_*
Posted 17 January 2012 - 01:09 PM
Ykkrosh, on 16 January 2012 - 06:53 PM, said:
If you're not running 'make' with the '-k' flag, you should probably add it (e.g. "make -k pyrogenesis config=debug" is probably the best thing for initial testing) and then you should get zillions more errors
Doesn't seem too bad. Maybe it was overwhelmed and broke down
#56 Guest_afeder_*
Posted 17 January 2012 - 01:40 PM
Ykkrosh, on 16 January 2012 - 10:40 PM, said:
#57
Posted 17 January 2012 - 10:08 PM
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#58 Guest_afeder_*
Posted 18 January 2012 - 05:14 AM
Ykkrosh, on 17 January 2012 - 10:08 PM, said:
#59 Guest_afeder_*
Posted 20 January 2012 - 12:33 PM
Ykkrosh, on 17 January 2012 - 10:08 PM, said:
afeder@ubuntu:~/android/0ad/build/workspaces$ ./update-workspaces.sh --gles
Updating bundled third-party dependencies...
bash -c 'mkdir -p output/{debug,release,test}/{FCollada/{FCDocument,FMath,FUtils,FColladaTest/{FCTestAssetManagement,FCTestExportImport,FCTestXRef}},FColladaPlugins/FArchiveXML}'
cp output/libFColladaSD.a ../lib/libFColladaSD.a
cp output/libFColladaSR.a ../lib/libFColladaSR.a
Building SpiderMonkey...
SpiderMonkey build options: --disable-tests
loading cache ./config.cache
checking host system type... x86_64-unknown-linux-gnu
checking target system type... x86_64-unknown-linux-gnu
checking build system type... x86_64-unknown-linux-gnu
checking for mawk... mawk
checking for perl5... no
checking for perl... /usr/bin/perl
checking for gcc... gcc
checking whether the C compiler (gcc ) works... yes
checking whether the C compiler (gcc ) is a cross-compiler... no
checking whether we are using GNU C... yes
checking whether gcc accepts -g... yes
checking for c++... arm-linux-androideabi-g++
checking whether the C++ compiler (arm-linux-androideabi-g++ ) works... no
configure: error: installation or configuration problem: C++ compiler cannot create executables.
ERROR: SpiderMonkey build failed
This is the config.log: http://pastebin.com/5AFZG4CXIt says "eval: 1: arm-linux-androideabi-g++: not found", but if I run "arm-linux-androideabi-g++" from the command-line, it finds it well enough, so the PATH should be set up correctly.
Edited by afeder, 20 January 2012 - 01:01 PM.
#60
Posted 20 January 2012 - 01:48 PM
Then set PATH and CXX, and run the 'make' command from inside workspaces/gcc/ (like in a normal build of the game, except now it's using the Android compiler).
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
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