My version is using a patched sdl2 version that use Gl4es. That's why most probably it is so fast compared yours. You should use sdl2+Gl4es and see the difference
@Raziel Wait, but arent we already 1 or 2 years ago sort all the things and you already use patched sdl2 with gl4es, both in newlib version ?
All in all gl4es can be used only with patched sdl1/2, original sdl only use minigl and ogles2, so if you want pure fast opengl , the you use gl4es + patched sdl
It just recently (read: a few hours) dawned on me that i might have used the whole gl4es target wrong, or better yet, not at all.
I was under the impression, since ScummVM implemented a new way to distinguish between GL targets, that this was enough...i might have been wrong all along.
I thought that the changes in ScummVM would suffice to pick up gl4es library, if available, and do all it's magic itself from there...probably, or obviously not(?)
Seems i stil need to compile with the gl4es patched sdl2 library to really make it use gl4es...
if that should be the case (compiling a test version as we speak) then it was a huge misunderstanding on my part
@Raziel If scummvm go casual ogles2 route (they call it opengl with shaders if i remember right), then no gl4es need to be used, as ogles2 used directly. If one want go pure opengl route, then you use or minigl (pure sdl2) or gl4es (need modified sdl2 telling to use gl4es instead of minigl).
Question is what route you choose and where. If i remember right, we did use both ways: gl4es for parts where opengl used to have opengl 2.x, and pure ogles2 for "opengl with shaders", and even minigl for old cards and its auto choisen in scummvms amigaos opengl code.
At least that how i build it myself when we fight with shaders back then.
Anyway, if you want to know what you use, check if you link against -lgl4es and -lsdl2_gl4es (that how with my gl4es sdk, to not misunderstood with plain sdl2)
afxgroup wrote:Long Journey works perfectly and smoothly on X5000
Thank you for testing it I will forward it to another forum. Have you tested it with your compiled version of ScummVM Clib4? Or are you already using a different version.
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
@Raziel If you want to use in your build opengl then gl4es fo sure need it: it faster much, at least when we comoare fos before it were 3 times faster in monkey island, grim, etc. For "opengl with shaders" we already use ogles2 directly (via standard, unpatched sdl, already).
Maybe you go no gl4es way because you want to use or minigl for those who didnt have modern card, or ogles2 directly (without needs of gl4es, which is faster).
Gl4es usually used when app do not provide direct opengles2 usage, but only opengl. Scummvm do handle opengles2 route well, so maybe that were reasson to not use gl4es. But, you then should use in scummvm "opengl with shaders", not pure opengl (which then will be minigl in your case)
As for clib4 usage i not sure it will give major benefits in terms of 3d, but it still good to use as any issues can be fixed, and we not forced to newlib only now, and more devs using it better gor all us :)
I've used my version with clib4. (in the meanwhile i've also fixed the crash at exit and I'll reupload soon)
@Raziel I've used SDL2 patched with GL4ES use to gain the maximum speed and compatibility against OpenGL. There are no other way to do this at moment since no one is working to an updated MiniGL version
However for example with Gemini Rue on Sam460 with rain I always get 5fps while on X5000 i get 20fps. I think that something is drawn using software renderer or not optimized
new version. Remember to copy (and overwrite) clib4.library to libs:
@Maijestro technically you can't because this SDL2 version is patched to use GL4ES. *but* Theoretically you could download the non SDL2 so object from here: https://github.com/AmigaLabs/libs-ports/tree/main/sdl2 rename it and overwrite the existent one in SOBJS file of scummvm for clib4. it *should* work. Feel free to test it