Compiling irrlicht ogl-es branch for iphone (progress)

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
penguin03
Posts: 25
Joined: Fri Apr 19, 2013 9:52 am

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

Post by penguin03 »

@Nadro

when will you port ogl-es to shader-pipeline branch?
CuteAlien
Admin
Posts: 9734
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

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

Post by CuteAlien »

@penguin03: The plan is merging OGL-ES with normal Irrrlicht and then merging the shader-pipeline with normal Irrlicht.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
penguin03
Posts: 25
Joined: Fri Apr 19, 2013 9:52 am

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

Post by penguin03 »

@CuteAlien: So it will be the Irrlicht 2.0? Can we get it this year?
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

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

Post by Nadro »

Yes, shader-pipeline branch will be included in v2.0. I think that this version will be ready at late 2013 - early 2014.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
digijohnny
Posts: 63
Joined: Sat Sep 12, 2009 6:08 pm
Contact:

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

Post by digijohnny »

pak wrote:So, how do I compile Irrlicht for iOS? There is an Xcode project under source/Irrlicht/iOS and it compiles the library just fine, but how to compile the examples? And how do I create a new Irrlicth project?

The IrrlichtTemplate linked earlier in this thread is from 2010, isn't there a newer one?

im adding the include and source files directly to my project, not creating intermediate libirrlict , i'm using (very modified by now) fuzzyspoons template from the original 1.6 project.
i am having problems with 4509 some textures/images render on sim but not on device!? no luck with Alpha BMP , TGA works on Sim but not Device.
i am in the process of rolling up a new template +my 2d/3d Gui and ios extras , going back to get latest build, ill post template when done.
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

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

Post by Nadro »

@digijohnny
Did you check official iOS example in ogl-es branch? I develop games for iOS (target iPhone 3GS+ and iOS 5.x+) and Irrlicht works fine on both simulator and device (I used tga in my project without problems).
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
digijohnny
Posts: 63
Joined: Sat Sep 12, 2009 6:08 pm
Contact:

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

Post by digijohnny »

Nadro wrote:@digijohnny
Did you check official iOS example in ogl-es branch? I develop games for iOS (target iPhone 3GS+ and iOS 5.x+) and Irrlicht works fine on both simulator and device (I used tga in my project without problems).
im porting an app i have had in the appstore for about 2 years now, using the original 1.6 irrlicht ogles1 build.
i have not tried the IOS example, where can i find this? is it one of the projects in the examples folder?
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

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

Post by Nadro »

Yes, you can find it in example no 16.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
digijohnny
Posts: 63
Joined: Sat Sep 12, 2009 6:08 pm
Contact:

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

Post by digijohnny »

im using ogles 4512, #16 in the examples folder is Quake3MapShader, is this correct? is there an xcode example project file?
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

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

Post by Nadro »

Sry, my mistake. This is example no 17 - HelloWorld_Mobile. For compile it use XCode project from source/Irrlicht/iOS and select HelloWorldMobile target.

Example is available in rev4515, so you need update your svn - http://irrlicht.sourceforge.net/forum/v ... =2&t=48568
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
digijohnny
Posts: 63
Joined: Sat Sep 12, 2009 6:08 pm
Contact:

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

Post by digijohnny »

thanks ill give it a shot.
BTW the problems i'm having probably have more to do with depreciated functions from 1.6 to 1.8 , i am using the lowlevel Iimage class for direct image creation. manipulations , this is were the inconsistencies are showing up.
feelthat
Posts: 194
Joined: Sat Feb 02, 2013 5:27 am

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

Post by feelthat »

check out proton 3d by Seth

he made ios android both and many tools

http://www.rtsoft.com/wiki/doku.php?id=proton
hybrid wrote:No, we are now at 4509
penguin03
Posts: 25
Joined: Fri Apr 19, 2013 9:52 am

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

Post by penguin03 »

@Nadro

Now the ogl-es openGL es 2.0 driver can't support lighting and fog like fixed pipeline. Do you have plan to improve it?
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

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

Post by Nadro »

Yes, OGL ES2 will support it. Big improvments for OpenGL drivers in Irrlicht is prepared for the end of this year.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Post Reply