Search found 18 matches

by hongjunyu128
Tue Oct 09, 2012 5:09 am
Forum: Advanced Help
Topic: opengl-es 2.0 problem
Replies: 6
Views: 1422

Re: opengl-es 2.0 problem

Fix for similar (this?) issue in our official port should be available after v1.8 will be released, so probably even in this month. Currently we have similar issue related to GLSL uniforms tables in our official port, but as I said we don't support v1.7 under Android so I can't verify that this is ...
by hongjunyu128
Mon Oct 08, 2012 5:22 am
Forum: Advanced Help
Topic: opengl-es 2.0 problem
Replies: 6
Views: 1422

Re: opengl-es 2.0 problem

Nadro wrote:We don't support a v1.7.0 beta under Android, so I can't help. This is probably the unofficial port.
OK,i see~I am waiting for your update of engine~ :?
by hongjunyu128
Sat Sep 29, 2012 2:52 am
Forum: Advanced Help
Topic: opengl-es 2.0 problem
Replies: 6
Views: 1422

Re: opengl-es 2.0 problem

Android port is still under development (eg. require some code clean-up). Currently only OGL ES1 works, OGL ES2 require improved many things. I think that context creation phase is bugged in OGL ES2 for Android, but I'll have to check it. How about Irrlicht Engine version 1.7.0-beta?I have tried to...
by hongjunyu128
Fri Sep 28, 2012 6:53 am
Forum: Advanced Help
Topic: opengl-es 2.0 problem
Replies: 6
Views: 1422

opengl-es 2.0 problem

hi,i have downloaded the Irrlicht Engine version 1.8.0-alpha form SVN/branches/ogl-es. i try to run example No.8 with opengl-es 1.0 on Android 4.0,it looks well. but i try to run it with opengl-es 2.0,it does not work. i just edit main.cpp "video::E_DRIVER_TYPE driverType=video::EDT_OGLES1;&quo...
by hongjunyu128
Mon Sep 24, 2012 1:48 pm
Forum: Beginners Help
Topic: question on Android with version 1.8.0-alpha
Replies: 2
Views: 478

Re: question on Android with version 1.8.0-alpha

IIRC, you need at least Android 2.3 to run native apps. Otherwise you have to provide a full Java application wrapper, which only uses Irrlicht and other things through methods. Which means that you have to wrap the main method into some local function and call that from Java. MOTO-MB525 is Android...
by hongjunyu128
Mon Sep 24, 2012 1:43 am
Forum: Beginners Help
Topic: question on Android with version 1.8.0-alpha
Replies: 2
Views: 478

question on Android with version 1.8.0-alpha

i have compiled source to a static library that named libIrrAndroid.a then i use it as prebuilt static library,try to run example no.8. it looks like well with opengl-es1.0,i turn it to opengl-es2.0,then thread is end,log like this: 09-24 09:50:57.518: I/System.out(23850): waiting for debugger to se...
by hongjunyu128
Fri Sep 14, 2012 2:50 am
Forum: Beginners Help
Topic: question about open gl es 2.0 error on irrlicht android
Replies: 1
Views: 581

Re: question about open gl es 2.0 error on irrlicht android

hi,i have a question that you may be solved it. i found CIrrDeviceAndroid::CIrrDeviceAndroid has problem. i createDevice by device = createDevice(video::EDT_OGLES1, dimension2d<u32>(gWindowWidth, gWindowHeight), 16, false, false, false, 0); but log show E/Irrlicht(9087): Irrlicht Engine version 1.8....
by hongjunyu128
Fri Sep 14, 2012 1:43 am
Forum: Beginners Help
Topic: Android problem
Replies: 5
Views: 562

Re: Android problem

Well, those outputs seem to be disabled, removed, or simply swallowed by the Android logging. Search the forum for other logs from Android, they show the GL-ES string properly. i have found that it may should load shader:......./COGLES2FixedPipeline.fsh , ........./COGLES2Renderer2D.fsh ,....../COG...
by hongjunyu128
Thu Sep 13, 2012 9:58 am
Forum: Beginners Help
Topic: run HelloWorld on Android
Replies: 0
Views: 515

run HelloWorld on Android

i down the Irrlicht Engine version 1.8.0-alpha form SVN/branches/ogl-es,compile the source to a .so file Then i use the .so file,compile HelloWorld. but i can not get the view here is the log: 09-13 17:37:14.850: I/System.out(20716): waiting for debugger to settle... 09-13 17:37:15.045: I/System.out...
by hongjunyu128
Thu Sep 13, 2012 1:34 am
Forum: Beginners Help
Topic: Android problem
Replies: 5
Views: 562

Re: Android problem

hybrid wrote:for some reason the shaders don't link properly, and thus nothing can be rendered. Which version of the ogl-es renderers do you use? The ones from SVN/branches/ogl-es should work.
How can i get version of the ogl-es renderers?Is it opengl es 2.0?
by hongjunyu128
Wed Sep 12, 2012 2:57 pm
Forum: Beginners Help
Topic: Android problem
Replies: 5
Views: 562

Android problem

hi,everyone~ i run examples on Android with Opengl es 1.0,it looks very well~ but when i change it to Opengl es 2.0,it render no model at all. here is the log: 09-12 17:09:32.257: I/log(16698): Irrlicht Engine version 1.7.0-beta 09-12 17:09:32.257: I/Irrlicht(16698): CIrrDeviceAndroid::CIrrDeviceAnd...
by hongjunyu128
Wed Sep 12, 2012 8:56 am
Forum: Advanced Help
Topic: Get in trouble with multi-texture support
Replies: 3
Views: 487

Re: Get in trouble with multi-texture support

mongoose7 wrote:Aren't they supposed to be 0 and 1. What *is* the value of GL_TEXTURE0_ARB? Not 0, I guess?
It's OK now~just 0 and 1~thank you :D
by hongjunyu128
Tue Sep 11, 2012 11:47 am
Forum: Advanced Help
Topic: Get in trouble with multi-texture support
Replies: 3
Views: 487

Get in trouble with multi-texture support

I got troubles in multi-texture supportting! I'm trying to implement a multitexute demo using Irrlicht-1.7.3, I wrote my own glsl shaders and had been proved right in Rendermonkey, but it didn't work in my irrlicht demo project(this demo is modified from the "10.Shaders" example shipped in...
by hongjunyu128
Thu Sep 06, 2012 1:47 pm
Forum: Advanced Help
Topic: model material:specular map and self-Illmination
Replies: 9
Views: 1342

Re: model material:specular map and self-Illmination

mongoose7 wrote:http://lmgtfy.com/?q=opengl+specular+map

(ha-ha, I've always wanted to do that!)
i try to do this tomorrow,thanks xoxo~ :)
by hongjunyu128
Thu Sep 06, 2012 1:43 pm
Forum: Advanced Help
Topic: model material:specular map and self-Illmination
Replies: 9
Views: 1342

Re: model material:specular map and self-Illmination

you mean that i have to make a sharder for specular map on opengl?Then use this sharder to create a new material type,like example no.10 sharder?