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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
90 lines
4.3 KiB
Markdown
90 lines
4.3 KiB
Markdown
GL4ES - OpenGL for GLES Hardware
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====
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![gl4es build status](https://api.travis-ci.org/ptitSeb/gl4es.png "gl4es build status")
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This is a library provide OpenGL 2.x functionality for GLES2.0 accelerated Hardware (and of course also support OpenGL 1.5 function, sometimes better then when using GLES 1.1 backend)
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There is also support for GLES 1.1 Hardware, emulating OpenGL 1.5, and some OpenGL 2.x+ extensions, but without shaders.
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GL4ES is known to work on many platform: OpenPandora, ODroid, RaspberryPI (2 and 3 at least), PocketCHIP, "otherfruit"PI (like the OrangePI), Android, x86 and x86_64 Linux (tested using mesa-egl). There is also some WIP support for AmigaOS4, using experimental GLES2 driver for Warp3D.
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This library is based on glshim (https://github.com/lunixbochs/glshim) but as now evolved far from it, with different feature set and objectives. Go check this lib if you need things like RemoteGL or TinyGLES (for 100% software rendering).
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The focus is on compatibility and speed with a wide selection of game and software.
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It has been tested successfully of a large selection of games and software, including: Minecraft, OpenMW, SeriousSam (both First and Second Encounters), RVGL (ReVolt GL), TSMC (The Secret Maryo Chronicles), TORCS, SpeedDreams, GL-117, Foobillard(plus), Blender 2.68 to name just a few. I have also some success with Linux port of XNA games, using either MonoGame or FNA.
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Most function of OpenGL up to 1.5 are supported, with some notable exceptions:
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* Reading of Depth or Stencil buffer will not work
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* GL_FEEDBACK mode is not implemented
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* No Accum emulation
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Some known general limitations:
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* GL_SELECT as some limitation in its implementation (for exemple, current Depth buffer or binded texture are not taken into account, also custom vertex shader will not work here)
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* NPOT texture are supported, but not with GL_REPEAT / GL_MIRRORED, only GL_CLAMP will work properly (unless the GLES Hardware support NPOT)
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* Multiple Color attachment on Framebuffer are not supported
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* OcclusionQuery is implemented, but with a 0 bits precision
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* Probably many other things
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Status of the GLES2 backend
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* The FPE (Fixed Pipeline Emulator) has most OpenGL 1.5 drawing call implemented
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* The Shader Conversion is really crude, so only simple shaders will work (especialy, the implicit conversion float <-> int is not handled)
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* Lighting support double-side and color separation
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* FogCoord are supported, along with secondary color
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* An ES2 context should be usable (usefull for SDL2)
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* OpenGL 2.x games that have been tested include: OpenRA, GZDoom, Danger from the Deep, SuperTuxKart 0.8.1, Hammerwatch, OpenMW, many FNA & MonoGames games (FEZ, Towerfall Ascension, Stardew Valley, Dust, Owlboy, and many other)...
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* glxgears works, but FlatShade is not implemented (and will probably never be), so it's slightly different then using GLES1.1 or actuel GL hardware
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* GL_TEXTURE_1D, GL_TEXTURE_3D and GL_TEXTURE_RECTANGLE_ARB are not yet supported in shaders (they are supported in fixed pipeline functions), and texture 3D are just a single 2D layer for now.
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* Program that link only a GL_FRAGMENT or GL_VERTEX shader are not supported yet.
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Status of the GLES1.1 backend
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* Framebuffer use FRAMEBUFFER_OES extension (that must be present in the GLES 1.1 stack)
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* Lighting doesn't support double-side or color separation
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* FogCoord or Secondary colors are not supported
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* GL_TEXTURE_3D are just a single 2D layer (the 1st layer).
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If you use gl4es in your project (as a static or dynamic link), please mention gl4es in you readme / about / whatever.
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----
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Compiling
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----
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How to compile and per-platform specific comment can be found [here](COMPILE.md)
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----
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GLU
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----
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Standard GLU do works without any issues. You can find a version [here](https://github.com/ptitSeb/GLU) if you need one.
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----
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Installation
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----
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Put lib/libGL.so.1 in your `LD_LIBRARY_PATH`.
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Beware that GL4ES is meant to replace any libGL you can have on your system (like Mesa for example)
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----
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Usage
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----
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There are many environnement variable to control gl4es behavour, also usable at runtime using `glHint(...)`.
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See [here](USAGE.md) for all variables and what they do.
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----
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Media (what is working already)
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----
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Some screenshot and youtube links of stuffs that works [here](MEDIA.md)
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----
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Version history
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----
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The change log is [here](CHANGELOG.md)
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