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@minggo minggo commented Mar 17, 2017

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@Bilalmirza
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@minggo will this be added to v3.15?

@minggo
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minggo commented Mar 21, 2017

Not, it will be in the version after v3.15, because we haven tested v3.15 before this PR. You can include it in your project. It is not hard.

@minggo minggo merged commit b017934 into cocos2d:v3 Mar 21, 2017
stevetranby added a commit to stevetranby/cocos2d-x that referenced this pull request Mar 22, 2017
…futurePRs

* commit 'f90691eb63d7d03c1f148315003afa1f7a3c59ff':
  Fix spelling: billborad -> billboard (cocos2d#17560)
  Gles3 support (cocos2d#17537)
  Added VS2017 support in project files (cocos2d#17548)
  Update Cocos2dxDownloader.java (cocos2d#17528)
  Fix typos in comments and strings (cocos2d#17534)
@minggo minggo deleted the gles3-support branch March 22, 2017 05:56
@liangzi10101
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liangzi10101 commented Jul 24, 2018

Sorry, even I follow your step that change the code of 'cocos/platform/ios/CCES2Renderer-ios.m', I still can't create OpenGL ES 3.0 context on iOS devices, because I saw that the output information 'gl.version: OpenGL ES 2.0 IMGSGX543-113.3', is there anything wrong with me?

I just debugged the program and found that after the execution of statement: 'context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];', the 'context_' actually was 'nil', but I don't know why? Because my cocos2d-x is 3.17

@darreney
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darreney commented Mar 25, 2020

Hi @minggo , i know this is old, but i came upon this while looking for a method to use gles3 on Android.
Have tried it, and it worked for device that supports gles3.
However for devices that only use gles2 (tested on emulator),
it does not enter into this code: Line 408 Cocos2dxActivity.java
if (context == null)

instead, the check should be this:
if (context.equals(EGL10.EGL_NO_CONTEXT))

according to https://www.khronos.org/registry/EGL/sdk/docs/man/html/eglCreateContext.xhtml
"If eglCreateContext fails to create a rendering context, EGL_NO_CONTEXT is returned."

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4 participants