Raydium 3D Game Engine

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 Post subject: Status of GLES?
PostPosted: Mon May 23, 2011 9:05 am 
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Joined: Wed May 06, 2009 2:06 pm
Posts: 30
I can see there are some GLES/iPhone related code on raydium svn. I'm interested in GLES (but not iPhone), how I can compile with it?


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 Post subject: Re: Status of GLES?
PostPosted: Tue May 24, 2011 10:33 am 
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Joined: Sun Mar 16, 2003 2:53 am
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Location: gnniiiii (Scrat)
Hi,

All GLES code is wrapped by "IPHONEOS" define, since iPhone is the only current target for GLES. Defining this by hand is probably a start to play with GLES support.

I've very little time currently to add your patches (png & v4l) right now to Raydium, but all this is now on my TODO ;) Thanks !


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 Post subject: Re: Status of GLES?
PostPosted: Tue May 24, 2011 11:48 am 
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Xfennec wrote:
All GLES code is wrapped by "IPHONEOS" define, since iPhone is the only current target for GLES. Defining this by hand is probably a start to play with GLES support.


I'm targeting on system with GLES, but not GLU, GLEW, nor alut (only openAL).


What is correct way to trigger define=IPHONEOS compiling?

I modified raydium/common.h for this and then with odyncomp get something to think.

But it is meant that configure is also run i.e. ode and php are configured and compiled?


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 Post subject: Re: Status of GLES?
PostPosted: Fri May 27, 2011 8:18 pm 
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It looks like you're trying to make a quite complicated port, I'm afraid you'll need a lot of modifications and hacks to get anything up. About IPHONEOS, common.h is a possibility, as well as something like "-DIPHONEOS" in the Makefile, for instance.

I do not really understand the end of your message, but what I can tell is that you should probably not count on odyncomp.sh for the beginning of you port and prefer dealing directly with the Makefile, and yes, you'll need all dependencies, include ODE and PHP, to compile Raydium properly. Or a big amount of hacks to remove/workaround/replace missing things.


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