Compiling irrlicht ogl-es branch for iphone (progress)

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penguin03
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by penguin03 »

@Nadro

when will you port ogl-es to shader-pipeline branch?
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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.
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penguin03
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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
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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.
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digijohnny
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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.
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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).
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digijohnny
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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?
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Re: Compiling irrlicht ogl-es branch for iphone (progress)

Post by Nadro »

Yes, you can find it in example no 16.
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digijohnny
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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
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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
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digijohnny
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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
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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
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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
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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.
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