Search found 19 matches

by BinMa
Sat Sep 20, 2014 3:59 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

In those revisions we implemented lighting and other missing calculations like eg. a fog thats why a perf drop is normal in this case. You shouldn't use built-in materials for a games where a performance is important (mostly all 3D games), but prepare shaders and materials dedicated for your game (...
by BinMa
Sat Sep 20, 2014 2:44 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

@Nadro, Have you receive any report about the performance drop on some Power VR gpu devices after those gles2 fix from revision 4900 to 4908?
I've received some reports about that, and all of them are on Power VR gpus, typecally Power VR sgx544(used by mt6589 and exynos5410).
by BinMa
Thu Jul 10, 2014 3:20 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

Nadro recomended a white paper about native activity lifecycle. http://developer.download.nvidia.com/assets/mobile/docs/android_lifecycle_app_note.pdf Read the " “Forcing” Landcape or Portrait Orientation" chapter, and if SDK>13 ,your should use android:configChanges="orientation|keyb...
by BinMa
Fri Jun 20, 2014 3:58 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

Does anyone know how I can check whether the android device suppors NPOT render target textures? I found out the Nexus 7(2012) does not support those, but an Xperia mini (2011) does, which was weird. I've met NPOT issue in my project too. try to check it like below. if (driver->getDriverType() == E...
by BinMa
Fri Mar 21, 2014 7:06 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

I have many reports about showing black with “.jpg” textures in OGLES2.0 driver . I've tried to add a jpeg texture to sample NO. 27(OGLES2.0), it also just shows black, anyone knows why?
by BinMa
Mon Mar 10, 2014 2:13 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

@Nadra, Thanks, I'll check the code.
by BinMa
Mon Mar 10, 2014 2:21 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

I guess that My own phone would be the “really old device” LOL. According to the feedback from the beta test, the performance various a lot on different phones, thus it seems that performance is not directly related one phone's hardware specs. I think the performance may really be related to the com...
by BinMa
Fri Mar 07, 2014 3:35 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

OK, I just got a Feedback from Galaxy Note3, OGL ES2.0 version works fine, so I need to release 2 different kind of version, OGLES2.0 verison for Andoird 4.4 and OGLES1.0 for the rest devices ?
by BinMa
Fri Mar 07, 2014 3:17 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

I do not have that device, its from one of our testers, the same error is reported on SamSung Galaxy Note3(Android4.4) I doubt that it may related to Android4.4. GLES2.0 driver works poorly on My own Galaxy Nexus(Android4.2.1) with all the textures just showing black and rather low fps. I will send ...
by BinMa
Fri Mar 07, 2014 2:30 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

I'm now fit the game to various devices. When running on Nexus5(Android 4.4.2), the view seems to be not properly rendered. like this http://i57.tinypic.com/11v5s9k.jpg the log is 03-07 21:56:04.422 I/dalvikvm( 8168): Enabling JNI app bug workarounds for target SDK version 9... 03-07 21:56:04.492 D/...
by BinMa
Tue Mar 04, 2014 3:58 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

This branch works with iOS, just go to source/Irrlicht/iOS and open project file in XCode. You can build example no. 17 via this project. Anyway if you want use this branch for iOS please update branch to rev4574. Newer revisions doesn't work properly on SDL, iOS and OSX (other devices like a Windo...
by BinMa
Thu Feb 27, 2014 1:11 am
Forum: Beginners Help
Topic: [Resolved]Problem with Zorder in ogles branch
Replies: 1
Views: 193

Re: Problem with Zorder in ogles branch

It's resolved already, the depth test should be disabled explicitly on ogles branch.
by BinMa
Tue Feb 25, 2014 4:25 am
Forum: Beginners Help
Topic: [Resolved]Problem with Zorder in ogles branch
Replies: 1
Views: 193

[Resolved]Problem with Zorder in ogles branch

Hi all, I'm now porting a game to android using ogles branch, which draw in mainloop like this while(device->run()) {         driver->beginScene(true, true, SColor(0, 0, 0, 0));         if(imageManager.tBackGround)             driver->draw2DImage(imageManager.tBackGround, recti(0, 0, 1024, 640), rec...
by BinMa
Mon Feb 24, 2014 2:17 pm
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

@Nadro
I choose to extend Native Activity and add some Java + JNI code to make IME works finally.
I'm not sure whether using one activity onto irrlicht activity will cause any focus problems and it seems to be a little complicated to forwarding all the events.
by BinMa
Mon Feb 24, 2014 10:29 am
Forum: Project Announcements
Topic: Android Port
Replies: 383
Views: 167094

Re: Android Port

@CuteAlien I’m afraid that patch is still incomplete. I meet black screen instead of white screen from time to time. the error log is like 02-24 04:18:03.164: E/libEGL(5372): call to OpenGL ES API with no current context (logged once per thread) After I add device->getContextManager()->activateConte...