@IamSONIC GLUT is harder to port as it needs lot of specific amigaos code for everything (screens, input, etc ,etc). It's of course can be done, but as there wasn't a lot of interesting and new stuff which want glut, i didn't bother. Amount of work need it for it just not worth imho.
just a silly question.. now that my system is updated and tested, everything seems great, no issues. yet lol.. so, i want to try get the understanding of warp3d Nova & GL4ES.. get it correcttly installed.
i have installed update2+fix
(via amistore) Enhancer Software Plus Edition, Warp3d, Radeon 2.1
and spencer game.
my setup is X1000 Radeon 7970 DirectCUII 3GB
and i still need some software that i need to get somewhere else, like GL4ES2..
where is the correct way to fetch them needed files?
found MiniGL4GL4ES on os4depot, but is not i need right now for spencer test number one?
thanks for helping
Sam460ex 2GB 120Gb SSD&1Tb HD7750 Envy24HT A-Eon Drv 2.10+Warp3D New Uboot Apollo v4 Standalone
@noXLar GL4ES is inbuild to the binaries using it, so you have no needs to worry about it.
All you need is the latest ogles2.library, latest warp3dnova.library and if you need support for old Warp3D and you on RadeonHD, then latest warp3d si driver too.
The minigl4gl4es only should be used for RadeonRX until there no proper and bug-free minigl support. minigl4gl4es is a dirty hack to just make old minigl apps "works somehow", but it's buggy, and if you on RadeonHD better use classic minigl.
As for spencer, it can work even just over minigl (lacking features), and over ogles2/warp3dnova. To check that it works over ogles2/warp3dnova, when you run it and go to the options, you should see a lot of options about enable/disable things, while when it will be run over minigl there will be almost none.
Need some help regarding some (Desktop) OpenGL 2.0 stuff i want to built using GL4ES.
What to include/define in order to get access to glCreateShader(...) and all those related functions?
tried already including of <GL/glext.h> but it always fails: "glCreateShader' was not declared in this scope".
I switched the GL folder in "SDK/local/common/include/GL" as suggested by the GL4ES docs. No problems when building (Desktop) OpenGL ..1.5 stuff with GL4ES.
@IamSonic I usually do just nothing: I simply rename minigl's GL directory to GL_MGL, and put in the new GL directory all files from GL4ES SDK, and they all take when needing it.
But of course, it also means that ogles2 SDK should be installed too.
Will the updated Warp3D Nova and OpenGL ES 2.0 libraries from Enhancer 2.0 improve the overall compatibility of GL4ES? Will there be a new version of GL4ES?
Together with a gazillion of addons and fixes in gl4es, and with nova 1.85 + ogles3.1, it improves things a lot. Not only in terms of rendering and rendering speed but also in terms of loading textures speed and a lot of more (will put all the info in changelog and explain all in readme once done with)
Quote:
Do you also have updated builds of libGLU_gl4es.a, libSDL_gl4es.a and libSDL2_gl4es.a?
libGLU wasn't changed since, so that one will be the same, but SDL1/SDL2 ones is that what i need to merge before public release (working on it in those days)
Are those special gles4 lib automatically picked up when i compile a ogles2 target? Especially interested in SDL1/2
edit: oh wait, i think i'm mixing things up again...
Yeah, both SDL1 and SDL2 for gl4es have special changes in which i replace MiniGL on GL4ES (so open ogles2 context, etc, etc) and so pure ones non-go as will open minigl.
Btw, if the game uses a lot glBegin/glEnd route, it worth experimenting on the running with "setenv LIBGL_BATCH 0-20", or 0-40, etc. It may speed things up and if missing cars can be not your fault, it can may some impact on as well (at least in one of my ports (NeverBall) I have some missing pieces, and batching makes them show up correctly).
The cars are not being rendered because the car model data is not being loaded/parsed correctly. This game uses physfsf for file system access. I adjusted some stuff already to load the map data, textures, sound ect. correctly.
In the meantime i switched to the latest version of the game. But compiling shows a lot of std::xyz not found. I fixed already few of them 'manually' but since you wrote into the (adtools) bug ticket at github that this missing std:: stuff has been fixed in newer version of newlib i paused porting for now. However if i become bored i continue porting the old version.