Search found 10 matches
- Tue Jan 14, 2014 2:50 pm
- Forum: Beginners Help
- Topic: animation doubt
- Replies: 1
- Views: 302
- Fri Dec 20, 2013 8:34 am
- Forum: Advanced Help
- Topic: Weird error on Android 2.3 (Samsung Galaxy Y)
- Replies: 5
- Views: 1459
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 ...
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: 4013
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: 4013
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: 400
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 ...
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 ...
- Tue Apr 17, 2012 3:26 pm
- Forum: Everything 2d/3d Graphics
- Topic: Blender to Irrlicht
- Replies: 1
- Views: 1204
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 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 ...
- Thu Jan 26, 2012 11:00 pm
- Forum: Beginners Help
- Topic: Irrlicht Android specific device issue
- Replies: 12
- Views: 4664
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: 4664
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 ...
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 ...
- Thu Jan 26, 2012 5:13 pm
- Forum: Beginners Help
- Topic: Irrlicht Android specific device issue
- Replies: 12
- Views: 4664
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,
static_cast<GLfloat ...
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,
static_cast<GLfloat ...
- Wed Jan 25, 2012 6:48 pm
- Forum: Beginners Help
- Topic: Irrlicht Android specific device issue
- Replies: 12
- Views: 4664
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 ...
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 ...