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Glest 3.2.2 game armv7 rendering problems #132
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I'll run glest tonight and see if I can determine why it's gray. |
You seem to have lost interest, shall we close this? |
No. Hand injuries, will get to it. Try ptitseb's gl4es in meantime.
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Oh, terribly sorry to hear that. Please be more careful ;) |
1d/2d/3d texture binding should be tracked separately. glTexSubImage, etc should make sure the correct texture is bound but glDraw*, glEnd also need to make sure all relevant textures are bound. I don't believe you can use 1d, 2d, 3d textures simultaneously as texture coords wouldn't apply to all. I assume games will usually only glEnable one of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D at a time, but maybe checking how other implementations handle this would help. |
Hi,
This game, the original Glest from 2009, runs perfectly on x86 using OpenGL 1.4. But on Odroid C1 (x11, mali) the game sort of works, but all the rendered parts are completely gray:
and so on.
Could this possibly be fixed?
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