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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

Please pass on a big thank you to ptitSeb from us. All the help he has given in debugging GL4ES problems on AmigaOS is much appreciated.

Hans

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Hans
Yeah of course, passed :) He have no amigaos4, no machine for, not that he was paid even 100$ for all that work (not mean that any of us there for money, of course), so i also doing donations to him from time to time and for now making another one. Just so he see that we all apprecated his help.

And you with Daniel deserve it all as well. In terms of graphics support only real things coming from you both today.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

On topic of GL4ES, in post 488 we have a fragment shader:

Quote:

#version 100
precision mediump float;
precision mediump int;
// FPE_Shader generated
varying vec4 Color;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
uniform float _gl4es_AlphaRef;

void main()
{
vec4 fColor = Color;
vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0);
fColor.rgb *= texColor0.rgb;
if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
gl_FragColor = fColor;
}


I don't know how clever those GLSL compilers are, but it seems to me that it might be possible to discard the fragment before texture is sampled and color multiplied.

Quote:

void main()
{
vec4 fColor = Color;

if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;

vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0);
fColor.rgb *= texColor0.rgb;
gl_FragColor = fColor;
}


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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Capehill
Will bring that on ptitSeb, more optimisation the better.

@All
Checked beta 2.23 from Daniel, result:

1). Lugaru bug : fixed !
2). Quad_mystery.lha bug : fixed !
3). RTCW Reborn sky issues: fixed !
4). some issue in FooBillard++ with disabled merger : fixed !

Was in hope it will have some impact on fricking shark's crash with that 0xffffffff coming from nowhere , but nope, that one still there.

Cool anyway, thanks Daniel !

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

Are you talking about this crash?
Dump of context at 0xDF7F97C0
Trap type
Machine check exception
Machine State 
(raw): 0x100000000210B030
Machine State 
(verbose): [Hyper] [ExtInt on] [Super] [FPU on] [IAT on] [DAT on]
Instruction pointerin module RadeonHD.chip+0x000909B8 (0x02431DD8)
Crashed processfriking_shark (0x479AFB40)
 
000040000 46CC7650 ABADCAFE 6FF61340 00000008 00000000 0000054C 00000000
 8
00000000 A0008010 00000000 00005480 55353333 46D82A50 00000000 4CAE0340
16
7BF3C48C 00000000 00000000 000000B4 00000000 46D16ADC AA85F5EB 4A970718
24
00000012 00000020 00000160 02B40000 6FF61340 00000008 6FF61340 6FF61340
CR
35355555   XER8000007E  CTR0201ED14  LR02431F00

FP0 
FFF80000A2064100 4060456C40000000 0000000000000000 C057160440000000
FP4 
4060456C40000000 4084165760000000 40617FFFE0000000 C057160440000000
FP8 
4060456C40000000 C055058600000000 40617FFFE0000000 4066455C00000000
FP12
40373A6800000000 0000000000000000 0000000000000000 0000000000000000
FP16
0000000000000000 0000000000000000 0000000000000000 0000000000000000
FP20
0000000000000000 0000000000000000 0000000000000000 0000000000000000
FP24
0000000000000000 0000000000000000 C040CCD5C74751CD 40562B73B0000000
FP28
405BF81380B953B3 0000000000000000 0000000000000000 0000000000000000
FPSCR
A2064100
HID0
0x8000000000000000  HID10x000000005CE993B1
HID4
0x4400240000080180  HID50x0000006600000080

V0 
00000000000000000000000000000000 00000000000000000000000000000000
V2 
FE01DA25FE01DA25FE01DA25FE01DA25 FE01DA25FE01DA25FE01DA25FE01DA25
V4 
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FF017A86FF017A86FF017A86FF017A86
V6 
FE019F60FE019F60FE019F60FE019F60 00000000010101010202020203030303
V8 
00000000000000000000000000000000 DA25DA25DA25DA25DA25DA25DA25DA25
V10
FFFFA07AFFFFA07AFFFFA07AFFFFA07A FF999999FF999999FF999999FF999999
V12
FF999999FF999999FF999999FF999999 00000000000000000000000000000000
V14
: 001002120414061608180A1A0C1C0E1E 01000100010001000100010001000100
V16
FF000000FF000000FF000000FF000000 FFDBDBDBFFDBDBDBFFDBDBDBFFDBDBDB
V18
00000000000000000000000000000000 00000000000000000000000000000000
V20
00000000000000000000000000000000 00000000000000000000000000000000
V22
00000000000000000000000000000000 00000000000000000000000000000000
V24
00000000000000000000000000000000 00000000000000000000000000000000
V26
00000000000000000000000000000000 00000000000000000000000000000000
V28
00000000000000000000000000000000 00000000000000000000000000000000
V30
00000000000000000000000000000000 00000000000000000000000000000000
VSCR
00000000 VRSAVE00000000

Disassembly of crash site
:
 
02431DC84BFFFFBC   b                 0x2431D84
 02431DCC
813F0028   lwz               r9,40(r31)
 
02431DD03D290001   addis             r9,r9,1
 02431DD4
39298010   subi              r9,r9,32752
>02431DD87FC04C2C   lwbrx             r30,r0,r9
 02431DDC
4BFFF990   b                 0x243176C
 02431DE0
813F0028   lwz               r9,40(r31)
 
02431DE439290E50   addi              r9,r9,3664
 02431DE8
7D204C2C   lwbrx             r9,r0,r9
 02431DEC
4BFFFA48   b                 0x2431834

Kernel command line
serial munge debuglevel=1

Registers pointing to code
:
r13module friking_shark at 0x46D82A50 (section 4 0xEA2C)
r16module friking_shark at 0x7BF3C48C (section 5 0x3468)
ip native kernel module RadeonHD.chip+0x000909b8
lr 
native kernel module RadeonHD.chip+0x00090ae0
ctr
native kernel module kernel+0x0001ed14

Stack trace
:
(
0x46CC7650native kernel module RadeonHD.chip+0x000909b8
(0x46CC7680native kernel module RadeonHD.chip+0x00090ae0
(0x46CC76B0native kernel module RadeonHD.chip+0x00091380
(0x46CC76C0native kernel module RadeonHD.chip+0x00096078
(0x46CC7730module LIBS:Warp3DNova/W3DN_SI.library at 0x7C8D29EC (section 5 0x99C8)
(
0x46CC7740module LIBS:Warp3DNova/W3DN_SI.library at 0x7C8CA068 (section 5 0x1044)
(
0x46CC7760module LIBS:ogles2.library at 0x7C52A970 (section 5 0x2094C)
(
0x46CC7780module LIBS:ogles2.library at 0x7C50A340 (section 5 0x31C)
(
0x46CC7790module LIBS:ogles2.library at 0x7C510C1C (section 5 0x6BF8)
(
0x46CC7800module LIBS:ogles2.library at 0x7C50AD08 (section 5 0xCE4)
(
0x46CC7830module friking_shark at 0x7C2B6A50 (section 5 0x37DA2C)
(
0x46CC78A0module friking_shark at 0x7C2B7EF8 (section 5 0x37EED4)
(
0x46CC78E0module friking_shark at 0x7C0B3750 (section 5 0x17A72C)
(
0x46CC7960module friking_shark at 0x7C0B4030 (section 5 0x17B00C)
(
0x46CC7980module friking_shark at 0x7C0B5FC8 (section 5 0x17CFA4)
(
0x46CC85C0module friking_shark at 0x7C164818 (section 5 0x22B7F4)
(
0x46CC8680module friking_shark at 0x7C1137E8 (section 5 0x1DA7C4)
(
0x46CC8780module friking_shark at 0x7C11399C (section 5 0x1DA978)
(
0x46CC8880module friking_shark at 0x7C11399C (section 5 0x1DA978)
(
0x46CC8980module friking_shark at 0x7C113AFC (section 5 0x1DAAD8)
(
0x46CC8A60module friking_shark at 0x7C0E06C8 (section 5 0x1A76A4)
(
0x46CC8A70module friking_shark at 0x7C0E0E88 (section 5 0x1A7E64)
(
0x46CC8AD0module friking_shark at 0x7BF3CCD8 (section 5 0x3CB4)
(
0x46CC8D00native kernel module newlib.library.kmod+0x000020a4
(0x46CC8D70native kernel module newlib.library.kmod+0x00002d54
(0x46CC8F10native kernel module newlib.library.kmod+0x00002ee8
(0x46CC8F50friking_shark:_start()+0x170 (section 1 0x1920)
(
0x46CC8F90native kernel module dos.library.kmod+0x000255c8
(0x46CC8FC0native kernel module kernel+0x000420ac
(0x46CC8FD0native kernel module kernel+0x000420f4

Disassembly of crash site
:
 
02431DC84BFFFFBC   b                 0x2431D84
 02431DCC
813F0028   lwz               r9,40(r31)
 
02431DD03D290001   addis             r9,r9,1


Because this one i got just now.
Every time i hit an enemy the game crawls down to a near stop only to play along afterwards, after five or six hits, the crash happens.

ogles2.library 1.22 (26.08.2018)

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Raziel
Quote:

Every time i hit an enemy the game crawls down to a near stop only to play along afterwards


That only at begining, because gl4es generate shaders for every state, and there is no precompiled shaders support in gl4es at moment. Once you play a bit in first level, you can then exit/go again to, and all will be fine.

To fix those "pauses" fricking shark's shaders need to be working , and as i aware from mantis, Hans already fix it in 1.64, so when that one will be ready for beta, i can check if shaders work, and can then reupload version with enabled shaders.

As for crash itself, nope, first time see it. The crash about which i told are not happens in fricking shark uploaded on os4depot as i disable that functionality : i.e. it possible to press f4, to have stats such as fps and co, and so, once i enable it, and die or pass the level, then it crashes (crash skippable), and in the logs somewhere come strange 0xffffffff (end of memory) , which we currently don't know from where (need ogles2.library debug build which will printf VA,DBO, and whatever which can help to debug it). For os4depot upload "f4" do nothing, to avoid that crash for users.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Hans
Just bring it here as that can be and gl4es related in end, so to discuss it in full all together : its about bug 388 (stride 0). With beta 1.64 it start to behave different.

If before it was something like:

WARP3D_SI.library: ERROR: Interleaved arrays with different strides detected in VBO 0x00000000

Then now, its :

W3DN_SI.library (0): ERROR: Interleaved arrays with different strides detected in VBO 0x65F69630.
W3DN_SI.library (0): ERROR: Interleaved arrays with different strides detected in VBO 0x60CDD230.
W3DN_SI.library (0): ERROR: Interleaved arrays with different strides detected in VBO 0x60D05930.
W3DN_SI.library (0): ERROR: Interleaved arrays with different strides detected in VBO 0x65F64830.
W3DN_SI.library (0): ERROR: Interleaved arrays with different strides detected in VBO 0x60CFC430.
W3DN_SI.library (0): ERROR: Interleaved arrays with different strides detected in VBO 0x60CE6830.
W3DN_SI.library (0): ERROR: Interleaved arrays with different strides detected in VBO 0x6338FD30.

and so on.

Should we reopen ticket 388, or, it need to be discussed before and then created another one ? (if it will be Nova in end)

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

Bug 388 relates to handling VBOs with 0 stride, which works now.

If you're still getting that error, then you really do have interleaved arrays that collide with one-another.

Leave the bug report closed.

Hans

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Hans
What i mean, is that maybe fix somehow related to that ? Because with 1.63, i didn't have anything of that sort, only everything about VBO 0x00000000. But with 1.64, nothing about VBO 0x00000000 but all about other addresses.

Like issue still the same, just values changes.

I mean, should't those errors be there on serial with 1.63 as well, and not only about 0x00000000 ?

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

I may have also fixed the debug message so that it correctly print's the VBO pointer (i.e., the 0x00000000 was wrong).

Either way, the zero-stride issue has been fixed, so if you're still seeing that error then you really do have interleaved arrays that collide with one-another.

Hans

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Hans
Mmm.. If it was just wrongly printed VBO pointers then yeah, issue still here and need invistigate. Will try with ptitSeb a bit more then, thanks.

As for RTCW Reborn and those "lines" : sadly i can't catch shaders there, as Huno build it with some older gl4es , but dumping of shaders via environments was added just few days ago, so probabaly we need him to build RCTW with latest gl4es, and then can make more tests..

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

...Or we could patch the relevant library calls and capture inputs :)

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Capehill
Working on apitrace already ?:)

Yeah, probably catching ogles2.library's glCompileShader() and output content to stdout will be enough

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@all

Good evening,
Excuse me but at the moment I work on the new functions of the EGL_Wrap lib and I have not finished incorporating the fix after what Kas1e pointed out to me but it can be used to test the new functions of ptitSeb for the shaders. for information I block on a lot of things because I have never received the latest updates from NOVA, yet I wrote several times matthew but without answers, I can not evolve at the same time as you, however have access to the lib opengles happily.
I just put on ftp my executable and the beta currently being created from EGL for you to advance in the rtcw shaders.
HunoPPC

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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Your wrapper is free while his is not so he just want to slow down competition I guess.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Kamelito,
No I do not think (had less I hope not to be wrong saying this ) just there must be a reason but I do not know and I expect his response in private message
A new version will be available for all users and there will be glu and glut support complete with the gl4es of ptitSeb with the help of Kas1le
I added a lot of new features and new demos to show how the library works and especially the performance

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Hans
With new rebuild from Huno with latest gl4es i was able to catch shaders which is used in the level where we have those strange lines/dots on the walls and on floor.

There just 5 pairs of shaders, they all generated right once i load level (all 5 pairs), and then while you play in level no shaders generated anymore.

So, there they are:

pair1 :

vertex one:

#version 100
precision mediump float;
precision mediump int;
uniform highp mat4 _gl4es_ModelViewMatrix;
uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
attribute highp vec4 _gl4es_MultiTexCoord0;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;

void main() {
vertex _gl4es_ModelViewMatrix _gl4es_Vertex;
gl_Position _gl4es_ModelViewProjectionMatrix _gl4es_Vertex;
Color _gl4es_Color;
_gl4es_TexCoord_0 _gl4es_MultiTexCoord0.xy _gl4es_MultiTexCoord0.q;
}


fragment one:

#version 100
precision mediump float;
precision mediump int;
struct _gl4es_FogParameters {
    
vec4 color;
    
float density;
    
float start;
    
float end;
    
float scale;
};
uniform _gl4es_FogParameters _gl4es_Fog;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
void main() {
vec4 fColor Color;
vec4 texColor0 texture2D(_gl4es_TexSampler_0_gl4es_TexCoord_0);
fColor.rgb *= texColor0.rgb;
float fog_c abs(vertex.z);
float FogF clamp(exp(-_gl4es_Fog.density fog_c), 0.1.);
fColor.rgb mix(_gl4es_Fog.color.rgbfColor.rgbFogF);
gl_FragColor fColor;
}



pair2 :

vertex one:

#version 100
precision mediump float;
precision mediump int;
uniform highp mat4 _gl4es_ModelViewMatrix;
uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
attribute highp vec4 _gl4es_MultiTexCoord0;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;

void main() {
vertex _gl4es_ModelViewMatrix _gl4es_Vertex;
gl_Position _gl4es_ModelViewProjectionMatrix _gl4es_Vertex;
Color _gl4es_Color;
_gl4es_TexCoord_0 _gl4es_MultiTexCoord0.xy _gl4es_MultiTexCoord0.q;
}


fragment one:

#version 100
precision mediump float;
precision mediump int;
struct _gl4es_FogParameters {
    
vec4 color;
    
float density;
    
float start;
    
float end;
    
float scale;
};
uniform _gl4es_FogParameters _gl4es_Fog;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
void main() {
vec4 fColor Color;
vec4 texColor0 texture2D(_gl4es_TexSampler_0_gl4es_TexCoord_0);
fColor.rgb *= texColor0.rgb;
float fog_c abs(vertex.z);
float FogF clamp((_gl4es_Fog.end fog_c) * _gl4es_Fog.scale0.1.);
fColor.rgb mix(_gl4es_Fog.color.rgbfColor.rgbFogF);
gl_FragColor fColor;
}




pair3 :

vertex one:

#version 100
precision mediump float;
precision mediump int;
uniform highp mat4 _gl4es_ModelViewMatrix;
uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
attribute highp vec4 _gl4es_MultiTexCoord0;
attribute highp vec4 _gl4es_MultiTexCoord1;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;
varying vec2 _gl4es_TexCoord_1;

void main() {
vertex _gl4es_ModelViewMatrix _gl4es_Vertex;
gl_Position _gl4es_ModelViewProjectionMatrix _gl4es_Vertex;
Color _gl4es_Color;
_gl4es_TexCoord_0 _gl4es_MultiTexCoord0.xy _gl4es_MultiTexCoord0.q;
_gl4es_TexCoord_1 _gl4es_MultiTexCoord1.xy _gl4es_MultiTexCoord1.q;
}


fragment one:

#version 100
precision mediump float;
precision mediump int;
struct _gl4es_FogParameters {
    
vec4 color;
    
float density;
    
float start;
    
float end;
    
float scale;
};
uniform _gl4es_FogParameters _gl4es_Fog;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
varying vec2 _gl4es_TexCoord_1;
uniform sampler2D _gl4es_TexSampler_1;
void main() {
vec4 fColor Color;
vec4 texColor0 texture2D(_gl4es_TexSampler_0_gl4es_TexCoord_0);
vec4 texColor1 texture2D(_gl4es_TexSampler_1_gl4es_TexCoord_1);
fColor.rgb *= texColor0.rgb;
fColor.rgb *= texColor1.rgb;
float fog_c abs(vertex.z);
float FogF clamp(exp(-_gl4es_Fog.density fog_c), 0.1.);
fColor.rgb mix(_gl4es_Fog.color.rgbfColor.rgbFogF);
gl_FragColor fColor;
}



pair4 :

vertex one:

#version 100
precision mediump float;
precision mediump int;
uniform highp mat4 _gl4es_ModelViewMatrix;
uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
attribute highp vec4 _gl4es_MultiTexCoord0;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;

void main() {
vertex _gl4es_ModelViewMatrix _gl4es_Vertex;
gl_Position _gl4es_ModelViewProjectionMatrix _gl4es_Vertex;
Color _gl4es_Color;
_gl4es_TexCoord_0 _gl4es_MultiTexCoord0.xy _gl4es_MultiTexCoord0.q;
}


fragment one:

#version 100
precision mediump float;
precision mediump int;
struct _gl4es_FogParameters {
    
vec4 color;
    
float density;
    
float start;
    
float end;
    
float scale;
};
uniform _gl4es_FogParameters _gl4es_Fog;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
void main() {
vec4 fColor Color;
vec4 texColor0 texture2D(_gl4es_TexSampler_0_gl4es_TexCoord_0);
fColor *= texColor0;
float fog_c abs(vertex.z);
float FogF clamp(exp(-_gl4es_Fog.density fog_c), 0.1.);
fColor.rgb mix(_gl4es_Fog.color.rgbfColor.rgbFogF);
gl_FragColor fColor;
}




pair5 :

vertex one:

#version 100
precision mediump float;
precision mediump int;
uniform highp mat4 _gl4es_ModelViewMatrix;
uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
attribute highp vec4 _gl4es_MultiTexCoord0;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;

void main() {
vertex _gl4es_ModelViewMatrix _gl4es_Vertex;
gl_Position _gl4es_ModelViewProjectionMatrix _gl4es_Vertex;
Color _gl4es_Color;
_gl4es_TexCoord_0 _gl4es_MultiTexCoord0.xy _gl4es_MultiTexCoord0.q;
}


fragment one:

#version 100
precision mediump float;
precision mediump int;
struct _gl4es_FogParameters {
    
vec4 color;
    
float density;
    
float start;
    
float end;
    
float scale;
};
uniform _gl4es_FogParameters _gl4es_Fog;
// FPE_Shader generated
varying vec4 Color;
varying vec4 vertex;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
uniform float _gl4es_AlphaRef;
void main() {
vec4 fColor Color;
vec4 texColor0 texture2D(_gl4es_TexSampler_0_gl4es_TexCoord_0);
fColor *= texColor0;
if (
floor(fColor.a*255.) < _gl4es_AlphaRefdiscard;
float fog_c abs(vertex.z);
float FogF clamp(exp(-_gl4es_Fog.density fog_c), 0.1.);
fColor.rgb mix(_gl4es_Fog.color.rgbfColor.rgbFogF);
gl_FragColor fColor;
}



Vertex ones almost all the time the same (in case 1,2, 4 and 5), only from pair3 its a bit different (2 multitexcoords used).

But fragment ones always different , almost same by logic, but still different by values and stuff.

Probabaly one of those fragment ones can cause those issues ?

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

Quote:
Probabaly one of those fragment ones can cause those issues ?

Maybe, but I don't see how at this point. The shaders are all very basic, whereas the quake III mirror one had a more complex flow.

Will take a closer look later...

Hans

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Kamelito
Quote:
Your wrapper is free while his is not so he just want to slow down competition I guess.

You obviously have a wrong picture, the dependencies look like this:

- HunoPPC's EGL_Wrap requires OpenGLES2
- GL4ES requires OpenGLES2
- OpenGLES2 requires Warp3D Nova

And the respective lib's functionality is:
- EGL_Wrap is a library which offers comfort functions based on OGLES2 and independent (game) helper functions.
- GL4ES is a library which offers "legacy" OpenGL functions (more or less extended MiniGL set of functions), in case of AmigaOS4 its OGLES2 backend is used.
- OGLES2.library is an implementation of OpenGL ES 2.x, a shader-based OpenGL version commonly used on mobile phones. Our AOS4 implementation uses Warp3D Nova.
- Warp3D Nova is a rather low-level AOS4-specific shader-based 3D driver implementation.

You see, it's all different things. There simply is zero competition. The contrary is true, because everybody gains if cooperating here. But you aren't the first who mixes things up here. I remember amiga-news spreading similar false info some months ago, only that in their fiction-story EGL_Wrap became a free competitor to a canceled ogles2


Edited by Daytona675x on 2019/4/3 9:27:30
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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Daytona675x

Quote:
... I remember amiga-news spreading similar false info some months ago, only that in their fiction-story EGL_Wrap became a free competitor to a canceled ogles2

Really?

Looks like some people are so busy looking for dirt that they're seeing it even where there's none.

Meanwhile we keep working...

Hans

P.S., What happened to the rofl smiley?

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