skreamz_ wrote:hi there, hoping someone could help me.
im using ellis2323 android port. when my game loses focus either through the use of home button, back button or some other way. when the app gets refocused i get a black screen with white areas where my textures were.
ive tried reloading the textures without any luck, was just wondering how you all handle the loss and regain of focus?
Thank you.
renzhi wrote:Hi,
Which version of Irrlicht is this port based on? I'd like to know what are the changes.
Thanks a lot for the work.
gavin_pugh wrote:Hi,
Curious about the status of this port, specifically the one here:
http://gitorious.org/irrlichtandroid/
As-is, the code wasn't working for me. I am using vs-android http://code.google.com/p/vs-android/ instead of ndk-build though, possibly there's other issues introduced here.
The OpenGL ES 1 driver though works fine if I switch to it, hejeon details it a few posts above.
With adding a little more Java code to correctly setup GLES2, I was able to at least get it to run with ES2, but Sydney appears untextured. Anyone else getting the same problem?
The ES1 version though works just great, so I'm continuing along tinkering with that for now. Thanks a lot for putting this port together!
Oh, the other thing I noticed with ES2 is that a couple of shader files were missing from the /sdcard directory, these two:
- COGLES2ParallaxMap.fsh
- COGLES2ParallaxMap.vsh
The app won't boot without them. I grabbed both from the archive that kine posted instead:
http://www.megaupload.com/?d=AUV9R1L4
hybrid wrote:For changes to the Irrlicht sources you can submit a patch ticket at our patch tracker here: http://sourceforge.net/tracker/?group_i ... tid=540678
The Android device and java files are not yet part of the Irrlicht repository and have to be submitted elsewhere.
#if defined(_IRR_COMPILE_WITH_IPHONE_DEVICE_)
MIrrIPhoneDevice Device;
GLuint ViewFramebuffer;
GLuint ViewRenderbuffer;
GLuint ViewDepthRenderbuffer;
#elif defined(_IRR_ANDROID_PLATEFORM_)
// TODO: ellis
// TODO: ajouter les champs
#else
NativeWindowType EglWindow;
EGLDisplay EglDisplay;
EGLSurface EglSurface;
EGLContext EglContext;
#endif
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