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OpenGL ES port?

by kripken on 09/02/2011 04:32, 12 messages, last message: 10/28/2011 15:18, 2852 views, last view: 05/01/2024 06:41

Is there an OpenGL ES port of Sauerbraten? I want to try to port it to the web, and normal OpenGL (not ES) would be very very hard. (OpenGL ES would also be useful for porting to say Android.)

The glsl stuff is very useful for this since it's the same in OpenGL and OpenGL ES, but there is still a lot of glBegin() etc. code that is only in OpenGL...

- kripken

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#1: ..

by baby~rabbit on 09/02/2011 06:35

There is the abandoned(?) ios port:
http://code.google.com/p/sauerbraten-ios/

but unfortunately I think it's only es1.x - so no shaders



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#2: Re: ..

by kripken on 09/04/2011 19:57, refers to #1

Thanks, I didn't know about that port.

Looking in the source it seems it hides all the glBegin stuff inside

#ifdef NORMAL

so it looks like that just gets it to build, but not actually render any of those things :( Just a work in progress I guess. Does anyone know the person doing it or how to reach them?

Another question, any idea what happens when all the glBegin stuff is just removed like that? I mean, in glsl mode will the game itself still render, just without menus, particles and other stuff for which there is no glsl shader? Or is the glBegin stuff needed to render models and world geometry even in glsl mode?

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#3: Re: ..

by suicizer01 on 09/05/2011 01:26, refers to #2

Ever tried the command "forceglsl" ingame on regular Sauerbraten?
To me there wasn't any difference between rendering using "OpenGL assembly/GLSL" and "OpenGL GLSL" shader path.
If that's not what your meaning, then I'm sorry, couldn't understand a lot of it :S.

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#4: Re: ..

by baby~rabbit on 09/06/2011 01:07, refers to #2

"..when all the glBegin stuff is just removed.." easy enough to try :P and in going through the source to look where it's used you should gain understanding on what needs to be fixed.

When I was doing es2 ports it was more of an issue to rewrite all of the matrix operations...

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#5: Re: ..

by kripken on 09/08/2011 06:23, refers to #3

@suicizer01

Yeah, forceglsl does most of what I want. But some parts are not rendered with glsl even with that, and that is a bit of a problem for me.

@baby~rabbit

I guess I'll just go and try it, yeah, but what worries me is that there is sometimes glBegin in one place, and then the later calls somewhere else (in between a lot of function calls). I'm not that knowledgeable about OpenGL so I don't know offhand which calls I would need to comment out aside from glBegin and glEnd (which I know do not exist in OpenGL ES). But, I guess I'll find out ;)

- kripken

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#6: Re: ..

by suicizer01 on 09/08/2011 13:12, refers to #5

Can I ask what now? Because I really weren't seeing any difference when testing it on maps like reissen, paradigm, ot and duel8.

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#7: Re: ..

by suicizer01 on 09/08/2011 13:13, refers to #6

Fail, sorry for previous post.
Can I ask what doesn't get rendered in glsl?

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#8: Re: ..

by baby~rabbit on 09/08/2011 22:10, refers to #7

glsl and glBegin are two different issues.
Both have to be addressed for an es2 port.

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#9: Re: ..

by kripken on 09/11/2011 03:09, refers to #8

@baby~rabbit

I'm afraid I don't know much OpenGL. So aside from some things missing in OpenGL ES (glBegin etc.), are there also glsl differences? Would I need to rewrite shader code?

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#10: Re: ..

by abs1nth on 09/12/2011 12:13, refers to #9

OpenGL ES shaders are mostly the same, except for some consequences that are caused by other differences, e.g. there are no rectangle textures (GL_TEXTURE_RECTANGLE_ARB) in OpenGL ES, so if you remove them the shaders must also be adapted

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#11: Re: ..

by kripken on 09/16/2011 05:01, refers to #10

Thanks for the info abs1nth. Hopefully this won't be too hard to do...

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#12: iOS port

by Aaron_lee on 10/28/2011 15:18

The iOS port for SB isn't abandoned.

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