Updated readme
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14
readme.txt
14
readme.txt
@@ -8,7 +8,7 @@ Also this port is developed very slowly, although the same is true for an offici
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Installation
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============
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This project should be compiled with Android 3.1 SDK (API level 12) and NDK r6 or r5c,
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This project should be compiled with Android 3.1 SDK (API level 12) and NDK r7c, r6 or r5c,
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google for them and install them as described in their docs.
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You'll need to install Java Ant too.
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The application will run on Android OS 1.6 and above, don't mind the 3.1 dependency.
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@@ -94,16 +94,16 @@ on public HTTP server - you may specify URL in ChangeAppSettings.sh, also you ma
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If you'll release new version of data files you should change download URL or data file name and update your app as well -
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the app will re-download the data if URL does not match the saved URL from previous download.
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All devices have different screen resolutions, you may toggle automatic
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screen resizing in ChangeAppSettings.sh and draw to virtual 640x480 screen -
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it will be HW accelerated and will not impact performance.
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All devices have different screen resolutions, you may toggle automatic screen resizing
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in ChangeAppSettings.sh and draw to virtual 640x480 screen - it will be HW accelerated
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and will not impact performance. Automatic screen resizing does not work in SDL 1.3/2.0.
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SDL_ListModes()[0] will always return native screen resolution.
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Also make sure that your HW textures are not wider than 1024 pixels, or it will fail to allocate such
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texture on HTC G1, and other low-end devices. Software surfaces may be of any size of course.
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If you want HW acceleration - just use OpenGL, that's the easiest and most cross-platform way,
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however if you'll use on-screen keyboard (even the text input button) the OpenGL state will get
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screwed after each frame - after each SDL_Flip() you'll need to call:
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messed up after each frame - after each SDL_GL_SwapBuffers() you'll need to call:
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, your_texture_id);
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@@ -120,7 +120,7 @@ AppNeedsArrowKeys=n
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AppNeedsTextInput=n
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AppTouchscreenKeyboardKeysAmount=0
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SDL supports HW acceleration, however it has many limitations:
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SDL 1.2 supports HW acceleration, however it has many limitations:
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You should use 16-bit color depth.
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You cannot blit SW surface to screen, it should be only HW surface.
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You can use colorkey, per-surface alpha and per-pixel alpha with HW surfaces.
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@@ -170,6 +170,8 @@ SDL_BlitSurface(SDL_GetVideoSurface(), sourceRect, sprite, &targetRect);
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// ----- End of example
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To get HW acceleration in SDL 1.3/2.0 just follow the instructions on libsdl.org
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If you'll add new libs - add them to project/jni/, copy Android.mk from existing lib, and
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add libname to project/jni/<yourapp>/Android.mk
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Also you'll need to move all include files to <libname>/include dir.
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