OpenB3DMax Android Build State

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(Posted 2 years ago) RonTek

just got curious about the state of OpenB3DMax Android target a few months back. What I found out so far was these 2 issues which is pointing to the Collision Math includes which it cannot find (android version?) or is not compatible and the GLee/Glu gluinit error which I think is for OpenGL only. Removed the collision math part and it went through, but got stuck with the OpenGL init stuff which I think is in a broader scope. thought this might help narrowing it down. cheers.

(Posted 2 years ago) markcwm commented:

Hi Ron, I don't quite follow you.

Angelo's GLES code hasn't been added to the Openb3d source yet, I'm working on updating the shader code first which will make it easier to do the GLES update, I've been holding off on this as I wanted to get a few more features in first, like DDS from streams and fix a few more bugs, so I can do a stable, non-GLES release but this won't matter if Angelo's code is okay, which it probably is. So all this will probably take me a few months.

(Posted 2 years ago) RonTek commented:

Ah ok great. sorry, I did miss the part where GLES has not been updated yet so it figures, but good to know how it will all come together. cheers.

(Posted 1 year ago) RonTek commented:

Ok so this is a closer related thread so I am going to post here with some updated findings that I got with GLES + OpenB3DMax which I think might help:

  • If you can minimize and do away in just using GLEW + SDL2 as GLAD is outdated and not sure if it supports GLES2. You can create a context with SDL2 cross platform or perhaps have it replace with GLFW3 which is also cross-platform.
  • Just like gl2sdlmax2d that supports GLES2, I would go for and focus more in closely integrating it with SDL2 via gl2sdl driver since this is the option of going mobile or crossplatform.
  • There's still this missing issue with the include vector or list header file when building with android. I think this just needs some reconfiguration to the MK files.

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