IOS and Opengl ES 2
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Re: IOS and Opengl ES 2
The texture is NPOT, probably that's the problem. The shader warnings are simply due to no light being defined here.
Re: IOS and Opengl ES 2
I just saw this thread after posting my topic. Not sure whether anyone still interested since this thread is about 1 year ago. But I think I found the answer for the NPOT texture issue. please see my topic at http://irrlicht.sourceforge.net/forum/v ... 02#p284117.
Re: IOS and Opengl ES 2
Hi,
actually i have a similar problem with a black screen after setting the Irrlicht Engine init params to EDT_OGLES2 for our project.
The whole part of the IPad View which normally shows the Irrlicht scene (EDT_OGLES1) with Viewports remains black.
The scene background that is set to blue remains also black.
I have tested the Example 17.HelloWorld_Mobile which works with EDT_OGLES1 and EDT_OGLES2.
Any suggestions how to initiate a change from OpenGL ES1 to OpenGL ES2 ?
Regards,
Aydin
Init Log of OpenGL ES 2:
Irrlicht Engine version 1.9.0
Using renderer: OpenGL ES 2.0 IMGSGX554-97
Imagination Technologies
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc
actually i have a similar problem with a black screen after setting the Irrlicht Engine init params to EDT_OGLES2 for our project.
The whole part of the IPad View which normally shows the Irrlicht scene (EDT_OGLES1) with Viewports remains black.
The scene background that is set to blue remains also black.
I have tested the Example 17.HelloWorld_Mobile which works with EDT_OGLES1 and EDT_OGLES2.
Any suggestions how to initiate a change from OpenGL ES1 to OpenGL ES2 ?
Regards,
Aydin
Init Log of OpenGL ES 2:
Irrlicht Engine version 1.9.0
Using renderer: OpenGL ES 2.0 IMGSGX554-97
Imagination Technologies
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc