Page 3 of 4

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Fri Jul 20, 2012 1:23 pm
by codetiger
@Hybrid
I tried printing the complete shaders that are loaded. And I didn't see any problem in the shader data loaded. I also compared the string printed with shader files and they were identical.

My guess: was there a problem in shaders in build 4073? I see some recent updates to OpenGL ES 2.0 driver and shader related files.

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Fri Jul 20, 2012 2:06 pm
by Nadro
Yep, OGL ES2 builtin shaders are bugged, eg. precision of the same uniform was different in vertex and fragment shaders, but there are others issues too. On my iOS platform only fixed pipeline vertex shader seems to work, so all objects are white. Currently i'm working on other stuff related to Irrlicht, but in the next week I'll fix OGL ES2 shaders.

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Fri Jul 20, 2012 2:34 pm
by codetiger
@Nadro
I tried the build 4073 on my PC with OGLES 2.0 emulator and it worked perfect.

Do you mean, even the latest build version has this issue? I am wondering if I should update to the latest build...

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Fri Jul 20, 2012 3:17 pm
by Nadro
I mean iOS simulator, which has got more rigorous requirments to a GLSL specification, both older and the latest version of OGL ES2 fixed pipeline shaders have minor bugs, but on some emulators works fine. As I know AMD cards support OGL ES2 just require some trick with a loading EGL methods. In future will be nice to have support for it in a Irrlicht.

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Sat Jul 21, 2012 5:19 am
by codetiger
I just updated all code to the latest build OpenGL ES branch. I still have the same problem with shaders.

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Sat Jul 21, 2012 6:18 am
by codetiger
Now, am ready with everything else, other than fixing the white washed texture bug in shaders.

I've also fixed animation problem. Stupid me... forgot to call device->run(). :)

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Sat Jul 21, 2012 1:51 pm
by Nadro
Nice, as I said bug in a shader will be fixed soon. To be sure that Your problem is caused by a shaders bug, please change an output fragment color to an other color than white.

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Sun Jul 22, 2012 4:54 am
by codetiger
@Nadro
Am a beginner shader programming (wrote Normal Mapping shader support for iSGL3D engine sometime back). With my knowledge am trying to fix the shader myself, however, I'll post my progress updates so it might help you when you fix it.

1) I tried gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); in the last line of the shader and the mesh looked red. So like you guessed, the problem is with shaders.
2) I also tried gl_FragColor = texture2D(uTextureUnit0, varTexCoord[0].xy); but all that I got is a grey mesh. Which means the texture is not correctly passed to the shader.

Further investigation, am trying to check the texture passing code.

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Sun Jul 22, 2012 6:22 am
by codetiger
Hi everybody,
I could finally fix the shader problem that did not pass the texture coords to the fragment shader properly. The shader fix is just Temporary, I'll discuss with Nadro to decide on the final fix in couple of days. Finally, I saw Sydney waving her hands after months of struggle.

Now Irrlicht is on a new platform. Am happy that I could finally contribute something to my favorite Open Source 3D Engine. :)

The source is updated in my source rep. You can check the github link in the first post. If you need help in setting up IrrNaCl, you can contact me. Also if are looking for a team to port your game and help you take it to Chrome Web Store, you can hire our team (Smackall Game Pvt Ltd).

Anyway, contact me here or nharishankar at gmail.

:D :D :D :D :D :D :D :D :D :D :D :D
Image

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Sun Jul 22, 2012 12:38 pm
by Nadro
What can I say... really great job :)

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Tue Jul 24, 2012 2:48 am
by link3rn3l
thx excellent work..

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Wed Jul 25, 2012 10:49 am
by codetiger
I've just uploaded the 32-bit demo in the server. You can check the link here.

Irrlicht Demo #1

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Thu Sep 20, 2012 11:54 pm
by link3rn3l
NEW NATIVE CLIENT - beginners pack - newbies pack - only install and use.. +++ easy

only to beginners users - only install and ready..

http://bennugdweb.googlecode.com/files/ ... 120920.zip

http://code.google.com/p/bennugdweb/



----------------------------------------------------------------

Steps to use this KIT:
*--------------------------*
1. install
2. restart PC
3. Enjoy ...



aVAILable a new NATIVE CLIENT - Beginners Pack...

includes:
- nacl-mounts
- irrlicht example by codetiger + irrlicht all ready to use ...
- others libs
* python 2.7

soon:
- SDL library
- SDLMIXER and others
- SDL examples

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Fri Sep 21, 2012 6:41 am
by codetiger
Happy to see my work is useful for someone. Meanwhile, am planning to release new version which will remove many changes I made to Irrlicht filesystem. I tried adding Posix style filesystem implementation wrapper and Irrlicht was happy to load without any trouble. Planning to update latest Irrlicht svn changes. :)

Re: IrrNaCl - Irrlicht port for Google Native Client

Posted: Thu Oct 04, 2012 12:30 am
by Mequa
Hi, is it possible for IrrNaCl to grab the mouse from a Chrome window/tab, such as when using the built-in Irrlicht FPS camera or similar user-defined cameras?