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Re: The OpenGL ES 2.0 thread
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Thank you Daniel
Thank you kas1e
Thank you Capehill
Thank you afxgroup

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Re: The OpenGL ES 2.0 thread
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I really like to read Daniel's detailed release notes, compared to those that ship with PlayStation 4 firmware updates "This system software update improves system performance" :)

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Re: The OpenGL ES 2.0 thread
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@Capehill
Yeah, Daniel's changelog is how any changelog should looks like. I also love the DOS's changelogs from Colin on dos.library, they also quite well written too.

Quote:

ioquake3 renderergl2 (I suppose it's OpenGL 2.x -based): yes, however port has been stuck in the same state due to missing op. With bad luck there are more missing stuff - I should probably try to compile all its shaders.


I asked Hans to add this missing instruction as it block os from gl2 version of q3 with shaders, so maybe he will find some time for ..

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Re: The OpenGL ES 2.0 thread
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@Capehill
You may want to add to the list those ones as well:

http://os4depot.net/share/game/misc/scummvm.lha (this one use ogles2 directly now)

Then MaceDefence game from Entwickler-X (also use ogles2)

https://entwicklerx.itch.io/mace-tower-defense


and Jedi games:

http://os4depot.net/index.php?functio ... me/fps/openjk_academy.lha
http://os4depot.net/index.php?functio ... me/fps/openjk_outcast.lha

They are gl4es based (so ogles2 as well in end).

And the latest public ogles2 now is ogles2.library 3.3 (30.4.2022)

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Re: The OpenGL ES 2.0 thread
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@kas1e

Updated.

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Re: The OpenGL ES 2.0 thread
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del


Edited by kas1e on 2022/10/2 19:08:56
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Re: The OpenGL ES 2.0 thread
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Re: The OpenGL ES 2.0 thread
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@kas1e

Added.

I wish OS4Depot had some kind of tagging/keyword system. For example, if you search for "ogles2", there is about 2 hits currently.

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Re: The OpenGL ES 2.0 thread
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@Capehill

hello, you also have these games there which are passed on opengles, thank you.

Zaz ain't Z*** (ZAZ) EGL_wrap

http://hunoppc.amiga-projects.net/content/zaz-aint-z-zaz

Soulfu AmigaOS4 EGL_Wrap

http://hunoppc.amiga-projects.net/content/soulfu-amigaos4-eglwrap

Gish EGL_wrap

http://hunoppc.amiga-projects.net/content/gish

Hurrican EGL_wrap

http://hunoppc.amiga-projects.net/content/hurrican

Dhewm3 EGL_wrap

http://hunoppc.amiga-projects.net/content/dhewm3-amigaos4


HunoPPC

AmigaOS 4.1 Rulez
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Re: The OpenGL ES 2.0 thread
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@HunoPPC

Added to the list.

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Re: The OpenGL ES 2.0 thread
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does OpenGL ES 2.0 have OpenGL Mathematics? (this is the glm library I mean,) not the usual stuff that OpenGL itself has. If I understood Khronos, the glm library is important for shaders.

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Re: The OpenGL ES 2.0 thread
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@trgswe

GLM is an independent library that anyone can get from here. It's *not* part of OpenGL, nor is it essential. You can create your own OpenGL compatible mathematics classes/libraries, or use one of the many existing ones. For example, most of the Warp3D Nova examples use kazmath, while the W3DNLogo example uses my own matrix and vector classes. I could just as easily have used GLM.

Hans

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https://keasigmadelta.com/ - see more of my work
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Re: The OpenGL ES 2.0 thread
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maybe it is my fault but can't find any infos about OGLES and Warp3DNova hw requirements.
Could someone pls enlighten me? :(

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Re: The OpenGL ES 2.0 thread
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@Reynolds
OGLES2 will work on any hardware where you have working Warp3DNova. And Warp3DNova works on most of HD and RX cards, there is more info:

http://wiki.amiga.org/index.php/Warp3D_Nova

(see the Requirements part)

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Re: The OpenGL ES 2.0 thread
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@all

I've got a slight problem with ScummVM and it seems to boil down to our ogles2 (not sure though)
I'd like to ask anyone with access to the latest ogles2 beta stuff to do a quick test and maybe (if error is confirmed) alert the maintainers to take a look.

That would be awesome.

Here goes:

Download needed files from here

1 - Download and unpack ScummVM
2 - Download and unpack "The 13th Disciple" (it's freeware)
3 - Start ScummVM
4 - Add the game to ScummVM
5 - Go to "Global Options/Graphics"
6 - Change "Graphics Mode" to "OpenGL"
7 - Leave the "Scaler" be, but change it's "Size" to "1x"
8 - Start "The 13th Disciple"

The cursor should come up as a black rectangle instead of the hardware one.

A little information:
Most of the games supported in ScummVM use their own cursor sprite provided by the game's data, some don't.
In these cases ScummVM reverts to use the hardware sprite provided by the system/platform.

This seems to be broken in our (i guess) ogles2 implementation (or rather it seems to read from the wrong memory addess or a random one, since some games display pixel mush, instead of a black rectangle, depends on how many games have been started and quit).

The problem is, that i don't know from where exactly this glitch is coming from or rather which part is reading the wrong address.
It may even be SDL2, so i need someone with access to the ogles2 beta stuff to run the test and report back, please.

Thank you very much in advance

See also here for reference


Edited by Raziel on 2023/6/1 8:03:45
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Re: The OpenGL ES 2.0 thread
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@Raziel

Which OpenGLES 2.0 version?

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Re: The OpenGL ES 2.0 thread
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@Capehill

The last officially available

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Re: The OpenGL ES 2.0 thread
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@Raziel

Okay, but did you receive beta version from Daniel earlier this year?

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Re: The OpenGL ES 2.0 thread
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@Capehill

I did actually and i tested it, but it had a major flaw in which the app screen was shrinked to the size and position of the mouse pointer, after the first click of the mouse pointer anywhere in the app screen. I could even move around that tiny window by moving around the mouse (and see that the game list changed when I "clicked" in it).

I reported it back immediately to Daniel, but never got an answer.

It was unusable, so i dropped testing any further.

I wrote to him again yesterday...until now, no answer


Edited by Raziel on 2023/6/2 22:34:24
Edited by Raziel on 2023/6/2 22:35:19
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Re: The OpenGL ES 2.0 thread
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@Raziel

Ok. I can say there was some FBO-related change that fixed ScummVM "first frame glitch" at least.

I hope we get a public update soon.

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