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feelthat
10-11-2013, 01:27 PM
Dear Seth:

I integrated OGLES 2.0 into proton in iOS version

2D work ok, 3d mesh work ok, but texture fail.

now email you the part of project please help me fix this bug.

RT3dAPP

Seth
10-11-2013, 11:51 PM
Sadly, I don't think I will have time to add OGLES 2.0 support to Proton (or work on bugs dealing with that). But I'm open to the project being branched to a new svn if anybody wants to take up that mantle...

feelthat
10-12-2013, 03:49 AM
ok... open it... and you can do it what u want to do, code already sent u

OGLES1 ok, OGLES2 need fixed bug
http://www.mediafire.com/download/l5xfl7a2xesx11i/proton_sdk_source_20131015.zip



Sadly, I don't think I will have time to add OGLES 2.0 support to Proton (or work on bugs dealing with that). But I'm open to the project being branched to a new svn if anybody wants to take up that mantle...

feelthat
10-15-2013, 09:34 AM
Program = glCreateProgram();
GLenum GLerror = glGetError(); //by stone for test

Program always get 0
GLerror = 1280

How to fixed?

//////////////////
void COGLES2MaterialRenderer::init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
bool addMaterial)
{
outMaterialTypeNr = -1;

Program = glCreateProgram();

GLenum GLerror = glGetError(); //by stone for test

if (!Program)
return;

if (vertexShaderProgram)
if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))
return;

if (pixelShaderProgram)
if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
return;

for ( size_t i = 0; i < EVA_COUNT; ++i )
glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);

if (!linkProgram())
return;

// register myself as new material
if (addMaterial)
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}

feelthat
10-16-2013, 08:01 AM
I fixed it ios OGLES2 work fine with proton 3D

https://plus.google.com/photos/106185541018774360364/albums/5919646863384953121/5936083103701220418?banner=pwa&pid=5936083103701220418&oid=106185541018774360364

http://www.mediafire.com/download/tmu44338kbhfc79/proton_sdk_source_20131016.zip

if someone fixed the gl text problem please let me know or paster here

email: fatalfeel@hotmail.com



Program = glCreateProgram();
GLenum GLerror = glGetError(); //by stone for test

Program always get 0
GLerror = 1280

How to fixed?

//////////////////
void COGLES2MaterialRenderer::init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
bool addMaterial)
{
outMaterialTypeNr = -1;

Program = glCreateProgram();

GLenum GLerror = glGetError(); //by stone for test

if (!Program)
return;

if (vertexShaderProgram)
if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))
return;

if (pixelShaderProgram)
if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
return;

for ( size_t i = 0; i < EVA_COUNT; ++i )
glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);

if (!linkProgram())
return;

// register myself as new material
if (addMaterial)
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}

feelthat
10-22-2013, 12:03 PM
The final OGLES2 with Text GUI on IOS already send to Seth

easy switch to OGLES1 and OGLES2

If need then ask to Seth~~~~

Good luck all



I fixed it ios OGLES2 work fine with proton 3D

https://plus.google.com/photos/106185541018774360364/albums/5919646863384953121/5936083103701220418?banner=pwa&pid=5936083103701220418&oid=106185541018774360364

http://www.mediafire.com/download/tmu44338kbhfc79/proton_sdk_source_20131016.zip

if someone fixed the gl text problem please let me know or paster here

email: fatalfeel@hotmail.com