Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - petevine

Pages: [1]
1
MegaGlest / Re: Mobile platform support? (was: Can I haz iPad?)
« on: 1 October 2015, 01:31:31 »

Also note that Titi + Softcoder are currently working on an SDL2 branch which may improve flexibility in this area.

If you mean native GLES2 rendering that would be nice. However, from what I've managed to learn so far, porting to GLES2 is far from trivial (unlike GLES 1.x) which is the reason there's no GLES2 support in glshim and not many projects actually porting to it.

OpenGL 1.x support in glshim is being actively improved and has enabled many new games over the last few months. As long as no shader stuff is mandatory in MG it should be possible to handle it in the future. (probably)

I have no idea how useful it is at the moment but Android support has recently appeared in glshim.

2

Is it still slow ?


I remember reading some settings wiki and editing ini files not just gui options.
So if you're really interested in my testing this please attach a set of config files that could work.

I've switched to an arm SBC for my desktop so I'm not really very motivated to try it on my own .

Thx

3
BTW, I managed to eventually build and run megaglest on that hardware but it was completely unusable even after all possible tweaks. (Athlon 2.2 GHz + Geforce FX5200)

I was rather surprised as the exact same box is able to run the original glest beautifully.

4
MegaGlest / Re: OpenGL ES Linux support? (was: Can I haz iPad?)
« on: 5 September 2015, 17:15:34 »
I've built the original Glest 3.2 on my Odroid C1 (armv7, Mali-450 MP) and it runs using glshim from ptitSeb's fork (opengl 1.x to gles v1 wrapper).

The rendering is completely ok until an actual scenario is started though (crash due to lack of texture 3D support). Other devices should work too (Rpi, etc) so as soon as glshim compatibility improves this game could experience a revival on arm SoC's.

5
You're probably compiling for 64bit processors running in 32bit mode (if I remember correctly no AMD 32bit processors ever had these instructions and only the last generation from intel), fine - just make sure this info is included on the download page or in the filename itself.
Thx

6
The latest linux release 3.11.1 32bit binary starts fine on my slackware but the moment you try to start a scenario or tutorial the game crashes with illegal instruction error.

The only useful line from gdb is probably this:

Program received signal SIGILL, Illegal instruction.
0x0884b298 in jsimd_idct_islow_sse2

My athlon processor supports sse but not sse2. Shouldn't there be some sort of runtime detection?

Thx

Pages: [1]
anything