Search found 10 matches
- Tue Jan 14, 2014 2:50 pm
- Forum: Beginners Help
- Topic: animation doubt
- Replies: 1
- Views: 253
- Fri Dec 20, 2013 8:34 am
- Forum: Advanced Help
- Topic: Weird error on Android 2.3 (Samsung Galaxy Y)
- Replies: 5
- Views: 1208
Re: Weird error on Android 2.3 (Samsung Galaxy Y)
@porcus You were asked not which version of OpenGL ES you were using. The question is, which revision of irrlicht ogl-es branch you were using. I hope you understand version control and subversion. I don't know current revision, but my local code is at r4615. So your answer should be something close...
- Thu Dec 19, 2013 4:40 pm
- Forum: Bug reports
- Topic: [PATCH]Android port doesn't work well with multi-touch input
- Replies: 7
- Views: 3579
Re: [PATCH]Android port doesn't work well with multi-touch i
One thing.
s32 ChangedPointerID = (AndroidEventAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
ChangedPointerID is not a pointer ID, it is a pointer index.
Then you compare it with a pointer id, which is wrong, isn't it?
s32 ChangedPointerID = (AndroidEventAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
ChangedPointerID is not a pointer ID, it is a pointer index.
Then you compare it with a pointer id, which is wrong, isn't it?
- Thu Dec 19, 2013 2:51 pm
- Forum: Bug reports
- Topic: [PATCH]Android port doesn't work well with multi-touch input
- Replies: 7
- Views: 3579
Re: [PATCH]Android port doesn't work well with multi-touch i
Good work, thanks.
I have a question: why do we need Touched flag?
I saw it used in touchedCount(), but here you store number of pointers in PointerCount.
Is Touched used for something else?
I have a question: why do we need Touched flag?
I saw it used in touchedCount(), but here you store number of pointers in PointerCount.
Is Touched used for something else?
- Tue Nov 26, 2013 10:39 pm
- Forum: Beginners Help
- Topic: GLSurfaceView performance on Android 4
- Replies: 1
- Views: 356
GLSurfaceView performance on Android 4
A fun thing happen with me today. My Irrlicht 1.7 OGELS1 based application works faster on Galaxy Ace(3 years old phone) than on Galaxy S3(1 year old phone). I tested ogl-es 17.HelloWorldMobile on both phones. Galaxy S3: 40 FPS Galaxy Ace: 60 FPS Then I found the issue, it wasn't Irrlicht nor my cod...
- Tue Apr 17, 2012 3:26 pm
- Forum: Everything 2d/3d Graphics
- Topic: Blender to Irrlicht
- Replies: 1
- Views: 989
Blender to Irrlicht
Hi I have issue with Blender 2.49 to Irrlicht( android port OGLES 1.1) export, I found solution, but can anyone explain it? When simple cube exported from Blender to Irrlicht in both obj or irrmesh format, textures not work. But when I first create cube in IrrEdit, then export it to obj, then open i...
- Thu Jan 26, 2012 11:00 pm
- Forum: Beginners Help
- Topic: Irrlicht Android specific device issue
- Replies: 12
- Views: 4137
Re: Irrlicht Android specific device issue
My scene has 3 nodes/materials.
This isn't problem with Irrlicht, as topic starter mentioned before, this is specific Android device problem - Samsugn Ace.
This isn't problem with Irrlicht, as topic starter mentioned before, this is specific Android device problem - Samsugn Ace.
- Thu Jan 26, 2012 7:21 pm
- Forum: Beginners Help
- Topic: Irrlicht Android specific device issue
- Replies: 12
- Views: 4137
Re: Irrlicht Android specific device issue
Samsung ACE assures that he supports anisotropic filter on runtime. But when I do #undef GL_EXT_texture_filter_anisotropic, all GL_INVALID_ENUM errors disappeared. Second step is dirty monkey patch. I changed code in OnSetMaterial from if (resetAllRenderstates || (material.MaterialType != lastMate...
- Thu Jan 26, 2012 5:13 pm
- Forum: Beginners Help
- Topic: Irrlicht Android specific device issue
- Replies: 12
- Views: 4137
Re: Irrlicht Android specific device issue
@hybrid: Thanks for response. Another code that raise GL_INVALID_ENUM is in COGLESDriver::setBasicRenderStates: #ifdef GL_EXT_texture_filter_anisotropic if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic]) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ...
- Wed Jan 25, 2012 6:48 pm
- Forum: Beginners Help
- Topic: Irrlicht Android specific device issue
- Replies: 12
- Views: 4137
Re: Irrlicht Android specific device issue
I can't solve it. Samsung Ace, Android 2.2 The error is raised in COGLES1MaterialRenderer_SOLID::OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services). Stack trace looks like COGLES1Driver -> genericDriverInit ...