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Extensions are not checked if NOEGL is set #83

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emileb opened this issue Jan 4, 2019 · 10 comments
Closed

Extensions are not checked if NOEGL is set #83

emileb opened this issue Jan 4, 2019 · 10 comments

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@emileb
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emileb commented Jan 4, 2019

For some reason extensions are not checked if NOEGL is set, this was causing elementuint to never be set.
I have changed the code to this, any reason why it shouldn't work?

#ifdef NOEGL
int gl4es_notest = 0;
#else

(Thanks for the continued awesome woke on this!!)

@ptitSeb
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ptitSeb commented Jan 4, 2019

Without EGL, the offscreen context that is created for extensions cannot be created, so it's not called. Now, on Android, there is always a context, so I guess I could activate extensions checking in that case. I'll do something.

(Hey, it's been a long time :) )

@emileb
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emileb commented Jan 4, 2019

Ah yes of course, I manage the context myself so it will be valid at this point.
Yes long time indeed, I like checking the Pandora Repo to see what you've porting... a seriously incredible number of ports still coming from you!

@ptitSeb
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ptitSeb commented Jan 4, 2019

Ah, I have slowed down a bit lately as I work on some project I haven't open sourced yet (a linux user-space x86 emu for arm). But I still have plenty of stuff to do on gl4es, as I want to add support for TEXTURE_RECTANGLE_ARB in shaders, and then add support for simulated TEXTURE_3D too. And then prepare the way to have some GLES3.x backend, to target OpenGL 3.x...

@ptitSeb
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ptitSeb commented Jan 4, 2019

Do you have some project going on?

@emileb
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emileb commented Jan 4, 2019

Sound good! I'm looking at Doom (again) see 'Delta Touch', specifically updating GZdoom, the app has a few versions of GZDoom, the older versions are using GLES1 with a simple shim, just looking adding the option to use this library as an option, on some devices with the gles2 backend seems a little faster.
The latest version of GZdoom however will soon remove the 'legacy' renderer so needs GLES3.1 or above (after some fixes). Currently trying to optimise it to run quicker on mobile... Anyway keep it the amazing work 👍

@ptitSeb
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ptitSeb commented Jan 4, 2019

Ah yes, gzdoom has move quite a bit. I've notice they removed support for OpenGL 2.x for 2 or 3 version already. But there are still some incredible games being produce for this engine.

I have pushed the fix for the Hardware test.

@ptitSeb
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ptitSeb commented Sep 29, 2019

Can I close this ticket now?

@emileb
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emileb commented Oct 1, 2019

Yes, thanks. I have updated to the latest version and seems to be working. New version mostly fixed the shader issue for Zandronum in GLES2 mode, just one small lighting issue with the walls 'randomly' going dark and light when using shaders...to be investigated.

@ptitSeb
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ptitSeb commented Oct 1, 2019

Ah, still some issues :(

Ok, I close this one anyway. Thanks.

@ptitSeb ptitSeb closed this as completed Oct 1, 2019
@emileb
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emileb commented Oct 1, 2019

Thanks! Interesting thing is on my GLES3 devices there is no issue, only on the old GLES2 only device does it happen. Anyway not the place to discuss, I'll do some debugging and let you know if I find anything.

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