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Managed to build glshim for android #4
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You are trying to link something that need OpenGL 2.0 functions. glshim only support OpenGL up to 1.5 for now. What are you trying to compile? |
I looked it up and the functions seem to be part of glesv2. I'm porting a small game to Android. |
Yes, there are part of GLESv2, but the glesv2 backend of glshim is not working. I plan to work on that, but much later. The GLESv2 part should not be activated. |
the link error is during linking of the game! |
This game is probably not compatible with glshim for now, it need GL 2+ functions that are not available. |
Isn't all the glshim needs to do to forward those calls to openglesv2? |
Yes and no. |
I can't just link with libGLESv2.so, because then I get many many more undefined references when linking. |
Here's a little information about those functions and what they are used for: http://www.gamedev.net/topic/655785-is-glenablevertexattribarray-redundant/ Quote: |
If there is little to no GL 2.0, you can do the other way then.
Put that in some C sources of your game (better not put it in glshim itself). |
Unfortunately they are really used. :-( |
Is your game opensource (if yes, which one is it)? I can try to hack some kind of support for that, but I'm not sure I undestood how it really works / what is the expected behavour of thoses functions. |
It doesn't make much sense to have this function in fixed pipeline mode. I will probably close that ticket for now. |
Then most of the undefined reference gl* errors went away when linking except for these:
error: undefined reference to 'glEnableVertexAttribArray'
error: undefined reference to 'glVertexAttribPointer'
error: undefined reference to 'glDisableVertexAttribArray'
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