Compiling irrlicht ogl-es branch for iphone (progress)

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digijohnny
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Re:

Post by digijohnny »

openglman wrote:
Anyone else been able to get irrlicht working on ipad? Are there any plans to support iphone retina display (960x640) and ipad native (1024x768) resolutions? Also if anyone needs help with testing or anything I can do to help I would be willing!

Cheers

iPad resolution works with out any mod to irricht
If you are building a universal app or iPad specific build you just need to change the device init to the resolution you want, or you just get a 320x480 window starting from the top corner of the screen
You can do a sys ctrl ( sorry that's one word, but my iPad begs to differ) call to get the hw.model string, if it's an iPad or iPod, set the res accordingly
As far a the retna res, it a bit different, you may have to 'activate' it somehow, if a run a universal app on iphone4 , and request 320,480 it is still fullscreen not a window like the iPad. But I have not tried setting it to 640x960, I don't own an iphone4, but I'll try it on a Friends later

I need beta testers, I'm distributing beta with testflighapp.com, supper easy, download beta apps directly to device, instant notifications,no messy iTunes, no provision files. and access to ios5.0 beta
mthud
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by mthud »

Hey guys,

I'm following this thread and finding it very useful! I was hoping someone could explain the video type EDT_OGLES1? As far as I can tell it is required for an iphone port. But using it from the template provided here I've noticed that if I try and display my image that isn't a square image with dimensions a power of 2^ it won't work. Am I doing something wrong or do all my images need to be 64x64, 128x128, 256x256 etc?

Also wondering about landscape mode, if someone has a method that works and they can recommend could you please post a reply here or in the thread I created:
http://irrlicht.sourceforge.net/forum/v ... =1&t=45226
I feel like landscape mode is the only thing missing from the template.

Regards,
Michael
Virion
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by Virion »

mthud wrote:...if I try and display my image that isn't a square image with dimensions a power of 2^ it won't work. Am I doing something wrong or do all my images need to be 64x64, 128x128, 256x256 etc?
OpenGL ES 1.0/1.1 do not support non power of two textures. On the other hand OpenGL ES 2.0 doesn't have the limitation, but it restricts the wrap modes for non power of two textures
sweet!
Sky-Fox
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by Sky-Fox »

Hi.
I run irrlicht use openGLES 1.1 render. (download My Irrlicht http://code.google.com/p/sagcg/downloads/list)

How to run irrlicht use openGLES 2.0 in IOS platform?
fmx

Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by fmx »

What XCode and iOS versions are you developing for?
I dont know about irrlicht's GLES support, but GLKit on recent versions of XCode(4) and iOS(5) only work with GLES2 rendering entirely

Apple has already dropped support for GLES1 from all newer devices, so irrlicht needs to focus more on GLES2 support to stay compatible with iOS in the future
digijohnny
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by digijohnny »

I'm using Xcode 3.2 on lion, with script install hack
no luck with 4.2 , finally got it to build, and app exits with no apparent errors on load, but i haven't found the console yet, you say Xcode 4.x is ogles2 only?

with 3.2 i can build for (320x480) iPod 2g i4.2 iPhone 4 i5.1 and (768x1024) iPad 2g i4.3 with no problem.
any suggestions on 640x980 for retna?
i had to set 'full screen on startup' in mainwindow.xib for the iPad or it was just a 320x420 window,
Nadro
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by Nadro »

Irrlicht will get official support for an iOS and Android (NDK) soon (we will add examples and project files)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
digijohnny
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by digijohnny »

now got ipad and iphone & iphone retna sims working , Xcode 3.2 on lion for Sim ios 4.2 only
found some info for detecting screen res in eaglview
http://www.david-amador.com/2010/09/set ... solution/.
http://www.alejandrosegovia.net/2011/04 ... a-support/

my problem now is , although the iPhone retna device is reporting the proper res (640x960) and a scale factor of 2
the irrlicht context maps 320x480 to the whole screen.
if i set irrlicht to 640x960 i get a 640x960 viewport cliped by 320x480(fullscreen)
if i set irrlicht to 320x480 i get 320x480(fullscreen) scaled to 640x960
would it make sense to set the scale factor to 0.5???
and/or do properties of the mainwindow.xib need to be handled, or does is that overriden by the eaglLayer.contentScale properties?
sorry can find screen shot from iphone simulator,screen shots from ipad running in iphone mode(768x1024), I KNOW this is WRONG, but it works for illustrative purposes .
irrilcht 320x480 viewport and window
Image
irrilcht 640x960 viewport in a 320x480 Window
Image



if i set irricht to 768x1024 on iPad2 i get a 768x1024 window and view port, no problems, if i set is as 320x480 for universal app the ipad runs it in iphone mode !?!
see this app in action
http://www.digijohnny.com/MAF18CQ
Nadro
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by Nadro »

This post seems to be outdated so my info may be not too important, but if You are still interested in Irrlicht for iOS devices I can say that we already support retina displays in ogl-es branch.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
digijohnny
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by digijohnny »

Nadro wrote:This post seems to be outdated so my info may be not too important, but if You are still interested in Irrlicht for iOS devices I can say that we already support retina displays in ogl-es branch.

thanks, i check this out.
digijohnny
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Re:

Post by digijohnny »

im building v4506 for iOS, after minor punctuation and typdef edits im down to one error

in file irrlicht.cpp.......
..

#ifdef _IRR_COMPILE_WITH_IPHONE_DEVICE_
if (params.DeviceType == EIDT_IPHONE || (!dev && params.DeviceType == EIDT_BEST))
dev = new CIrrDeviceIPhone(params);
-->>> Error -- Allocating an object of abstract class CIrrDeviceIPhone <----

#endif


am i missing a irrCompileConfig.h def or a .cpp , the project is using CIrrDeviceiOS.h. CIrrDeviceiOS.mm

hybrid wrote:Ok, I've fixed the ifdef thing (forgot to commit last time, sorry). Also added the missing methods to the IPhone device. Since I cannot test that device it didn't occur to me. Not sure about the Clipboard thing, though.
Nadro
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by Nadro »

I fixed all those issues in the latest rev. Thanks for a report :)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
digijohnny
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by digijohnny »

Nadro wrote:I fixed all those issues in the latest rev. Thanks for a report :)
rev 4506 or newer?
im getting this in rev 4506

and also with source from
https://github.com/kexplo/irrlicht_ogl- ... its/master
hybrid
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by hybrid »

No, we are now at 4509
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