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Author Topic: OpenGL ES 2  (Read 5093 times)
BigMc
SLUDGE Linux/GTK+ Maintainer
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« Reply #15 on: February 03, 2012, 05:55:31 PM »

I think your graphics card doesn't support OpenGL 2, so it won't work:
http://www.intel.com/support/graphics/intel945g/sb/CS-021392.htm

I wanted to see the full SLUDGE 2.1.2 debug output to see if the shaders compiled there. SLUDGE 2.1.2 also starts when the shaders fail, SLUDGE 2.2 doesn't.

EDIT: About the compatibility: If you keep using the 2.1.2 Dev Kit, the game will work with the SLUDGE engine 2.1.2 and above, but doing that in order to support graphics card which don't support shaders doesn't make much sense, because there you will get graphics errors with all SLUDGE versions.
« Last Edit: February 03, 2012, 05:58:16 PM by BigMc » Logged
Black Dahlia
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« Reply #16 on: February 06, 2012, 10:25:49 AM »

I wanted to see the full SLUDGE 2.1.2 debug output to see if the shaders compiled there. SLUDGE 2.1.2 also starts when the shaders fail, SLUDGE 2.2 doesn't.

Can you please tell me how to get the full debug output on Linux?

Quote
EDIT: About the compatibility: If you keep using the 2.1.2 Dev Kit, the game will work with the SLUDGE engine 2.1.2 and above, but doing that in order to support graphics card which don't support shaders doesn't make much sense, because there you will get graphics errors with all SLUDGE versions.

Thank you.

I want to learn SLUDGE and build useful examples with old SLUDGE 2.1.2 Dev Kit until i buy a newer Computer.

Can i use "my examples from 2.1.2 Dev Kit" in Dev Kit 2.2 and above without changing the Code?
Or do I have to change something in order to use "my examples from 2.1.2 Dev Kit" without graphics errors? (force to use shaders?)

I think SLUDGE is very cool  Smiley

Thanks for patience!
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BigMc
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« Reply #17 on: February 06, 2012, 11:54:13 AM »

Can you please tell me how to get the full debug output on Linux?

Run
Code:
sludge-engine -d1 gamefile.slg
on a terminal. The output will contain stuff like this:

Code:
Compiling vertex shader...
Shader InfoLog:



Compiling fragment shader...
Shader InfoLog:



Shaders compiled.
Program InfoLog:


Shader program linked.
Built shader program: 3 (smartScaler)
Quote
I want to learn SLUDGE and build useful examples with old SLUDGE 2.1.2 Dev Kit until i buy a newer Computer.

Can i use "my examples from 2.1.2 Dev Kit" in Dev Kit 2.2 and above without changing the Code?
Or do I have to change something in order to use "my examples from 2.1.2 Dev Kit" without graphics errors? (force to use shaders?)

I think SLUDGE is very cool  Smiley

Thanks for patience!

Yes you can use your old SLUDGE projects with newer versions of the Dev Kit. For transitioning to SLUDGE 2.2, projects have to be converted to UTF-8, that's all.
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esuncloud
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« Reply #18 on: February 17, 2012, 08:03:47 PM »

Hi,

I am porting another program called MMDAgent from OpenGL to OpenGL ES 2.0, and the difficult part is the GLEE part. I am not familiar with OpenGL ES and even OpenGL too much, and maybe I will ask some questions here and have a look at the changes in your code for porting..

Any help will be really appreciated.
Thanks.

Hi and happy new year!

I work on this from time to time in a local git branch and recently progressed far enough to believe that I will finish a OpenGL ES 2 compatible SLUDGE eventually.

If we want to convert our repository to git, now would be a good time, because then I could upload the branch as a branch first and merge later. Otherwise I would commit the changes to svn when I'm done (or almost done). Or make them public elsewhere if someone wants to have a look.
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BigMc
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« Reply #19 on: February 21, 2012, 08:13:04 AM »

Hi,

I found this page very helpful and I used EGLport.

If I were to port something from OpenGL again, I would consider porting to Cogl. It is a library on to of OpenGL that supports OpenGL, and OpenGL ES 1 and 2 with a more modern API and it provides some things that help cope with OpenGL ES restrictions. For example it can do texture slicing on devices with restricted maximum texture size and it provides things that were removed from OpenGL ES 2 like functions for matrix transformations.

EDIT:
And if you don't want to use Cogl, note that the Wiki page linked above is mainly focused on porting to OpenGL ES 1. This document lists the differences between OpenGL ES 1 and 2.

The specifications are also worth looking at of course. About GLee, you can't use that anymore. Replace all glee.h includes with <GLES2/gl2.h> and fix the issues with things that are not defined anymore.
« Last Edit: February 21, 2012, 08:24:21 AM by BigMc » Logged
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