Yay, OpenGL is working! Updated readme.
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@@ -648,7 +648,6 @@ void ANDROID_InitOSKeymap(_THIS)
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keymap[KEYCODE_CAMERA] = SDLK_RSHIFT;
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keymap[KEYCODE_CAMERA] = SDLK_RSHIFT;
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keymap[KEYCODE_POWER] = SDLK_RALT;
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keymap[KEYCODE_POWER] = SDLK_RALT;
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keymap[KEYCODE_BACK] = SDLK_ESCAPE; // Note: generates SDL_QUIT
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keymap[KEYCODE_0] = SDLK_0;
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keymap[KEYCODE_0] = SDLK_0;
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keymap[KEYCODE_1] = SDLK_1;
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keymap[KEYCODE_1] = SDLK_1;
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keymap[KEYCODE_2] = SDLK_2;
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keymap[KEYCODE_2] = SDLK_2;
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@@ -22,11 +22,16 @@ additional keys - the phone will just keep current screen orientation.
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Fire key is Call key ( = left Ctrl for SDL ), Change weapon is Menu key ( = left Alt for SDL )
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Fire key is Call key ( = left Ctrl for SDL ), Change weapon is Menu key ( = left Alt for SDL )
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Note that you may use Volume up/down and Camera keys as game inputs -
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Note that you may use Volume up/down and Camera keys as game inputs -
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you'll have to redefine them in game keyconfig menu.
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you'll have to redefine them in game keyconfig menu.
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Other keys like Home, Back and End Call will force application quit, and because
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Other keys like Home, Search and End Call will force application quit, and because
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the app itself does not handle SDL_QUIT event correctly (asks for confirmation),
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the app itself does not handle SDL_QUIT event correctly (asks for confirmation),
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it will stay in memory until you reboot device (actually it won't stay in memory - it will crash :P ).
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it will stay in memory until you reboot device (actually it won't stay in memory - it will crash :P ).
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To exit correctly press Menu key - it's redirected to Escape.
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To exit correctly press Menu key - it's redirected to Escape.
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This port also supports GL ES + SDL combo - there is GLXGears demo app in project/jni/application/glxgears,
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remove all files from project/jni/application/src and put glxgears.c there to check if it works.
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Note that GL ES is NOT pure OpenGL - there are no glBegin() and glEnd() call and other widely used functions,
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and generally it will take a lot of effort to port pure OpenGL application to GL ES.
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When porting you own app, first of all ensure that your application supports
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When porting you own app, first of all ensure that your application supports
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one of 320x200, 320x240 or 480x320 display resolutions and 16 bits per pixel
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one of 320x200, 320x240 or 480x320 display resolutions and 16 bits per pixel
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(480x320 is native resolution for G1, Supersonic has 800x480).
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(480x320 is native resolution for G1, Supersonic has 800x480).
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@@ -56,7 +61,7 @@ Known bugs:
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is to stay in memory and go to foreground when you're launching app again, that's not working yet because
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is to stay in memory and go to foreground when you're launching app again, that's not working yet because
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app will lose OpenGL context (there are rumors that it won't lose GL context in 2.1 SDK).
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app will lose OpenGL context (there are rumors that it won't lose GL context in 2.1 SDK).
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2. Move to SDL 1.3, and add hardware surfaces and OpenGL support.
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2. Move to SDL 1.3, and add hardware surfaces.
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3. Multitouch support - it is available since 2.0 SDK, but not on 1.6 - I'll have to follow
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3. Multitouch support - it is available since 2.0 SDK, but not on 1.6 - I'll have to follow
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http://devtcg.blogspot.com/2009/12/gracefully-supporting-multiple-android.html to make it compile.
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http://devtcg.blogspot.com/2009/12/gracefully-supporting-multiple-android.html to make it compile.
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