This commit is contained in:
Simon 2022-09-04 23:21:31 +01:00
parent 0558c1c8bc
commit 3f79287af5
13 changed files with 203 additions and 120 deletions

View file

@ -16,7 +16,7 @@
<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
<application android:allowBackup="false" android:icon="@drawable/ic_qquest" android:label="@string/quake2quest">
<application android:allowBackup="false" android:icon="@drawable/ic_qquest" android:label="@string/quake2quest" android:extractNativeLibs="true">
<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>
<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2"/>

View file

@ -17,10 +17,10 @@ android {
// override app plugin abiFilters for both 32 and 64-bit support
externalNativeBuild {
ndk {
abiFilters 'armeabi-v7a'
abiFilters 'arm64-v8a'
}
ndkBuild {
abiFilters 'armeabi-v7a'
abiFilters 'arm64-v8a'
}
}
minSdkVersion 24

View file

@ -1,6 +1,6 @@
#Thu Dec 10 20:38:41 GMT 2020
#Sun Sep 04 22:16:08 BST 2022
distributionBase=GRADLE_USER_HOME
distributionUrl=https\://services.gradle.org/distributions/gradle-6.1.1-bin.zip
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-5.4.1-all.zip
zipStoreBase=GRADLE_USER_HOME

View file

@ -31,6 +31,7 @@ Copyright : Copyright 2015 Oculus VR, LLC. All Rights reserved.
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#include <GLES/gl2ext.h>
#include "VrApi.h"
@ -77,8 +78,8 @@ PFNEGLGETSYNCATTRIBKHRPROC eglGetSyncAttribKHR;
//Let's go to the maximum!
int CPU_LEVEL = 4;
int GPU_LEVEL = 4;
int NUM_MULTI_SAMPLES = 1;
float SS_MULTIPLIER = 1.2f;
int NUM_MULTI_SAMPLES = 2;
float SS_MULTIPLIER = 1.1f;
vec2_t cylinderSize = {1280, 720};
@ -104,6 +105,17 @@ int argc=0;
extern cvar_t *r_lefthand;
extern cvar_t *cl_paused;
cvar_t *vr_snapturn_angle;
cvar_t *vr_walkdirection;
cvar_t *vr_weapon_pitchadjust;
cvar_t *vr_lasersight;
cvar_t *vr_control_scheme;
cvar_t *vr_height_adjust;
cvar_t *vr_worldscale;
cvar_t *vr_weaponscale;
cvar_t *vr_weapon_stabilised;
cvar_t *vr_comfort_mask;
enum control_scheme {
RIGHT_HANDED_DEFAULT = 0,
LEFT_HANDED_DEFAULT = 10,
@ -492,16 +504,16 @@ static void ovrFramebuffer_Clear( ovrFramebuffer * frameBuffer )
static bool ovrFramebuffer_Create( ovrFramebuffer * frameBuffer, const GLenum colorFormat, const int width, const int height, const int multisamples )
{
LOAD_GLES2(glBindTexture);
LOAD_GLES2(glTexParameteri);
LOAD_GLES2(glGenRenderbuffers);
LOAD_GLES2(glBindRenderbuffer);
LOAD_GLES2(glRenderbufferStorage);
LOAD_GLES2(glGenFramebuffers);
LOAD_GLES2(glBindFramebuffer);
LOAD_GLES2(glFramebufferRenderbuffer);
LOAD_GLES2(glFramebufferTexture2D);
LOAD_GLES2(glCheckFramebufferStatus);
//LOAD_GLES2(glBindTexture);
//LOAD_GLES2(glTexParameteri);
//LOAD_GLES2(glGenRenderbuffers);
//LOAD_GLES2(glBindRenderbuffer);
//LOAD_GLES2(glRenderbufferStorage);
//LOAD_GLES2(glGenFramebuffers);
//LOAD_GLES2(glBindFramebuffer);
//LOAD_GLES2(glFramebufferRenderbuffer);
//LOAD_GLES2(glFramebufferTexture2D);
//LOAD_GLES2(glCheckFramebufferStatus);
frameBuffer->Width = width;
frameBuffer->Height = height;
@ -512,36 +524,64 @@ static bool ovrFramebuffer_Create( ovrFramebuffer * frameBuffer, const GLenum co
frameBuffer->DepthBuffers = (GLuint *)malloc( frameBuffer->TextureSwapChainLength * sizeof( GLuint ) );
frameBuffer->FrameBuffers = (GLuint *)malloc( frameBuffer->TextureSwapChainLength * sizeof( GLuint ) );
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT =
(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)eglGetProcAddress("glRenderbufferStorageMultisampleEXT");
PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT =
(PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)eglGetProcAddress("glFramebufferTexture2DMultisampleEXT");
for ( int i = 0; i < frameBuffer->TextureSwapChainLength; i++ )
{
// Create the color buffer texture.
const GLuint colorTexture = vrapi_GetTextureSwapChainHandle( frameBuffer->ColorTextureSwapChain, i );
GLenum colorTextureTarget = GL_TEXTURE_2D;
GL( gles_glBindTexture( colorTextureTarget, colorTexture ) );
GL( glBindTexture( colorTextureTarget, colorTexture ) );
// Just clamp to edge. However, this requires manually clearing the border
// around the layer to clear the edge texels.
GL( gles_glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ) );
GL( gles_glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ) );
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ) );
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ) );
GL( gles_glTexParameteri( colorTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR ) );
GL( gles_glTexParameteri( colorTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR ) );
GL( gles_glBindTexture( colorTextureTarget, 0 ) );
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR ) );
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR ) );
GL( glBindTexture( colorTextureTarget, 0 ) );
if (multisamples > 1 && glRenderbufferStorageMultisampleEXT != NULL && glFramebufferTexture2DMultisampleEXT != NULL)
{
// Create multisampled depth buffer.
GL(glGenRenderbuffers(1, &frameBuffer->DepthBuffers[i]));
GL(glBindRenderbuffer(GL_RENDERBUFFER, frameBuffer->DepthBuffers[i]));
GL(glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, multisamples, GL_DEPTH_COMPONENT24, width, height));
GL(glBindRenderbuffer(GL_RENDERBUFFER, 0));
// Create the frame buffer.
GL(glGenFramebuffers(1, &frameBuffer->FrameBuffers[i]));
GL(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer->FrameBuffers[i]));
GL(glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0, multisamples));
GL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, frameBuffer->DepthBuffers[i]));
GL(GLenum renderFramebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER));
GL(glBindFramebuffer(GL_FRAMEBUFFER, 0));
if (renderFramebufferStatus != GL_FRAMEBUFFER_COMPLETE)
{
ALOGE("OVRHelper::Incomplete frame buffer object: %s", GlFrameBufferStatusString(renderFramebufferStatus));
return false;
}
}
else
{
{
// Create depth buffer.
GL( gles_glGenRenderbuffers( 1, &frameBuffer->DepthBuffers[i] ) );
GL( gles_glBindRenderbuffer( GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( gles_glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, frameBuffer->Width, frameBuffer->Height ) );
GL( gles_glBindRenderbuffer( GL_RENDERBUFFER, 0 ) );
GL( glGenRenderbuffers( 1, &frameBuffer->DepthBuffers[i] ) );
GL( glBindRenderbuffer( GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, frameBuffer->Width, frameBuffer->Height ) );
GL( glBindRenderbuffer( GL_RENDERBUFFER, 0 ) );
// Create the frame buffer.
GL( gles_glGenFramebuffers( 1, &frameBuffer->FrameBuffers[i] ) );
GL( gles_glBindFramebuffer( GL_DRAW_FRAMEBUFFER, frameBuffer->FrameBuffers[i] ) );
GL( gles_glFramebufferRenderbuffer( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( gles_glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0 ) );
GL( GLenum renderFramebufferStatus = gles_glCheckFramebufferStatus( GL_DRAW_FRAMEBUFFER ) );
GL( gles_glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ) );
GL( glGenFramebuffers( 1, &frameBuffer->FrameBuffers[i] ) );
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, frameBuffer->FrameBuffers[i] ) );
GL( glFramebufferRenderbuffer( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0 ) );
GL( GLenum renderFramebufferStatus = glCheckFramebufferStatus( GL_DRAW_FRAMEBUFFER ) );
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ) );
if ( renderFramebufferStatus != GL_FRAMEBUFFER_COMPLETE )
{
ALOGE( "Incomplete frame buffer object: %s", GlFrameBufferStatusString( renderFramebufferStatus ) );
@ -556,11 +596,11 @@ static bool ovrFramebuffer_Create( ovrFramebuffer * frameBuffer, const GLenum co
void ovrFramebuffer_Destroy( ovrFramebuffer * frameBuffer )
{
LOAD_GLES2(glDeleteFramebuffers);
LOAD_GLES2(glDeleteRenderbuffers);
//LOAD_GLES2(glDeleteFramebuffers);
//LOAD_GLES2(glDeleteRenderbuffers);
GL( gles_glDeleteFramebuffers( frameBuffer->TextureSwapChainLength, frameBuffer->FrameBuffers ) );
GL( gles_glDeleteRenderbuffers( frameBuffer->TextureSwapChainLength, frameBuffer->DepthBuffers ) );
GL( glDeleteFramebuffers( frameBuffer->TextureSwapChainLength, frameBuffer->FrameBuffers ) );
GL( glDeleteRenderbuffers( frameBuffer->TextureSwapChainLength, frameBuffer->DepthBuffers ) );
vrapi_DestroyTextureSwapChain( frameBuffer->ColorTextureSwapChain );
@ -572,14 +612,14 @@ void ovrFramebuffer_Destroy( ovrFramebuffer * frameBuffer )
void ovrFramebuffer_SetCurrent( ovrFramebuffer * frameBuffer )
{
LOAD_GLES2(glBindFramebuffer);
GL( gles_glBindFramebuffer( GL_DRAW_FRAMEBUFFER, frameBuffer->FrameBuffers[frameBuffer->TextureSwapChainIndex] ) );
//LOAD_GLES2(glBindFramebuffer);
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, frameBuffer->FrameBuffers[frameBuffer->TextureSwapChainIndex] ) );
}
void ovrFramebuffer_SetNone()
{
LOAD_GLES2(glBindFramebuffer);
GL( gles_glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ) );
//LOAD_GLES2(glBindFramebuffer);
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ) );
}
void ovrFramebuffer_Resolve( ovrFramebuffer * frameBuffer )
@ -601,19 +641,19 @@ void ovrFramebuffer_Advance( ovrFramebuffer * frameBuffer )
void ovrFramebuffer_ClearEdgeTexels( ovrFramebuffer * frameBuffer )
{
LOAD_GLES2(glEnable);
LOAD_GLES2(glDisable);
LOAD_GLES2(glViewport);
LOAD_GLES2(glScissor);
LOAD_GLES2(glClearColor);
LOAD_GLES2(glClear);
//LOAD_GLES2(glEnable);
//LOAD_GLES2(glDisable);
//LOAD_GLES2(glViewport);
//LOAD_GLES2(glScissor);
//LOAD_GLES2(glClearColor);
//LOAD_GLES2(glClear);
GL( gles_glEnable( GL_SCISSOR_TEST ) );
GL( gles_glViewport( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
GL( glEnable( GL_SCISSOR_TEST ) );
GL( glViewport( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
// Explicitly clear the border texels to black because OpenGL-ES does not support GL_CLAMP_TO_BORDER.
// Clear to fully opaque black.
GL( gles_glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ) );
GL( glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ) );
//Glide comfort mask in and out
static float currentVLevel = 0.0f;
@ -633,21 +673,21 @@ void ovrFramebuffer_ClearEdgeTexels( ovrFramebuffer * frameBuffer )
float height = useMask ? (frameBuffer->Height / 2.0f) * currentVLevel : 1;
// bottom
GL( gles_glScissor( 0, 0, frameBuffer->Width, width ) );
GL( gles_glClear( GL_COLOR_BUFFER_BIT ) );
GL( glScissor( 0, 0, frameBuffer->Width, width ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
// top
GL( gles_glScissor( 0, frameBuffer->Height - height, frameBuffer->Width, height ) );
GL( gles_glClear( GL_COLOR_BUFFER_BIT ) );
GL( glScissor( 0, frameBuffer->Height - height, frameBuffer->Width, height ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
// left
GL( gles_glScissor( 0, 0, width, frameBuffer->Height ) );
GL( gles_glClear( GL_COLOR_BUFFER_BIT ) );
GL( glScissor( 0, 0, width, frameBuffer->Height ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
// right
GL( gles_glScissor( frameBuffer->Width - width, 0, width, frameBuffer->Height ) );
GL( gles_glClear( GL_COLOR_BUFFER_BIT ) );
GL( glScissor( frameBuffer->Width - width, 0, width, frameBuffer->Height ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
GL( gles_glScissor( 0, 0, 0, 0 ) );
GL( gles_glDisable( GL_SCISSOR_TEST ) );
GL( glScissor( 0, 0, 0, 0 ) );
GL( glDisable( GL_SCISSOR_TEST ) );
}
@ -1074,6 +1114,10 @@ static void ovrApp_HandleVrModeChanges( ovrApp * app )
vrapi_SetPerfThread( app->Ovr, VRAPI_PERF_THREAD_TYPE_RENDERER, app->RenderThreadTid );
ALOGV( " vrapi_SetPerfThread( RENDERER, %d )", app->RenderThreadTid );
vrapi_SetExtraLatencyMode(app->Ovr, VRAPI_EXTRA_LATENCY_MODE_ON);
ALOGV( " vrapi_SetExtraLatencyMode( %d )", VRAPI_EXTRA_LATENCY_MODE_ON );
}
}
}
@ -1582,11 +1626,6 @@ void * AppThreadFunction( void * parm )
}
#endif
//Set 90hz mode for Quest 2
if (hmdType == VRAPI_DEVICE_TYPE_OCULUSQUEST2) {
vrapi_SetDisplayRefreshRate(appState.Ovr, 90);
}
// Get the HMD pose, predicted for the middle of the time period during which
// the new eye images will be displayed. The number of frames predicted ahead
// depends on the pipeline depth of the engine and the synthesis rate.

View file

@ -22,33 +22,33 @@
#define ALOGV(...)
#endif
bool quake2_initialised;
extern bool quake2_initialised;
long long global_time;
extern long long global_time;
float playerHeight;
float playerYaw;
extern float playerHeight;
extern float playerYaw;
bool showingScreenLayer;
extern bool showingScreenLayer;
vec3_t worldPosition;
extern vec3_t worldPosition;
vec3_t hmdPosition;
vec3_t hmdorientation;
vec3_t positionDeltaThisFrame;
extern vec3_t hmdPosition;
extern vec3_t hmdorientation;
extern vec3_t positionDeltaThisFrame;
vec3_t weaponangles;
vec3_t weaponoffset;
extern vec3_t weaponangles;
extern vec3_t weaponoffset;
vec3_t flashlightangles;
vec3_t flashlightoffset;
extern vec3_t flashlightangles;
extern vec3_t flashlightoffset;
#define DUCK_NOTDUCKED 0
#define DUCK_BUTTON 1
#define DUCK_CROUCHED 2
int ducked;
extern int ducked;
bool player_moving;
extern bool player_moving;
float radians(float deg);

View file

@ -1,10 +1,10 @@
cvar_t *vr_snapturn_angle;
cvar_t *vr_walkdirection;
cvar_t *vr_weapon_pitchadjust;
cvar_t *vr_lasersight;
cvar_t *vr_control_scheme;
cvar_t *vr_height_adjust;
cvar_t *vr_worldscale;
cvar_t *vr_weaponscale;
cvar_t *vr_weapon_stabilised;
cvar_t *vr_comfort_mask;
extern cvar_t *vr_snapturn_angle;
extern cvar_t *vr_walkdirection;
extern cvar_t *vr_weapon_pitchadjust;
extern cvar_t *vr_lasersight;
extern cvar_t *vr_control_scheme;
extern cvar_t *vr_height_adjust;
extern cvar_t *vr_worldscale;
extern cvar_t *vr_weaponscale;
extern cvar_t *vr_weapon_stabilised;
extern cvar_t *vr_comfort_mask;

View file

@ -5,26 +5,26 @@
#include "VrCommon.h"
//New control scheme definitions to be defined L1VR_SurfaceView.c enumeration
enum control_scheme;
extern enum control_scheme;
ovrInputStateTrackedRemote leftTrackedRemoteState_old;
ovrInputStateTrackedRemote leftTrackedRemoteState_new;
ovrTracking leftRemoteTracking_new;
extern ovrInputStateTrackedRemote leftTrackedRemoteState_old;
extern ovrInputStateTrackedRemote leftTrackedRemoteState_new;
extern ovrTracking leftRemoteTracking_new;
ovrInputStateTrackedRemote rightTrackedRemoteState_old;
ovrInputStateTrackedRemote rightTrackedRemoteState_new;
ovrTracking rightRemoteTracking_new;
extern ovrInputStateTrackedRemote rightTrackedRemoteState_old;
extern ovrInputStateTrackedRemote rightTrackedRemoteState_new;
extern ovrTracking rightRemoteTracking_new;
ovrDeviceID controllerIDs[2];
extern ovrDeviceID controllerIDs[2];
int hmdType;
extern int hmdType;
float remote_movementSideways;
float remote_movementForward;
float remote_movementUp;
float positional_movementSideways;
float positional_movementForward;
float snapTurn;
extern float remote_movementSideways;
extern float remote_movementForward;
extern float remote_movementUp;
extern float positional_movementSideways;
extern float positional_movementForward;
extern float snapTurn;
void sendButtonAction(const char* action, long buttonDown);
void sendButtonActionSimple(const char* action);

View file

@ -17,6 +17,50 @@ Authors : Simon Brown
//keys.h
void Key_Event (int key, qboolean down, unsigned time);
bool quake2_initialised;
long long global_time;
enum control_scheme;
ovrInputStateTrackedRemote leftTrackedRemoteState_old;
ovrInputStateTrackedRemote leftTrackedRemoteState_new;
ovrTracking leftRemoteTracking_new;
ovrInputStateTrackedRemote rightTrackedRemoteState_old;
ovrInputStateTrackedRemote rightTrackedRemoteState_new;
ovrTracking rightRemoteTracking_new;
ovrDeviceID controllerIDs[2];
int hmdType;
float remote_movementSideways;
float remote_movementForward;
float remote_movementUp;
float positional_movementSideways;
float positional_movementForward;
float snapTurn;
float playerHeight;
float playerYaw;
bool showingScreenLayer;
vec3_t worldPosition;
vec3_t hmdPosition;
vec3_t hmdorientation;
vec3_t positionDeltaThisFrame;
vec3_t weaponangles;
vec3_t weaponoffset;
vec3_t flashlightangles;
vec3_t flashlightoffset;
int ducked;
bool player_moving;
void handleTrackedControllerButton(u_int32_t buttonsNew, u_int32_t buttonsOld, uint32_t button, int key)
{

View file

@ -3,7 +3,7 @@
#include "fpe.h"
const char* fpeshader_signature;
extern const char* fpeshader_signature;
const char* const* fpe_VertexShader(fpe_state_t *state);
const char* const* fpe_FragmentShader(fpe_state_t *state);

View file

@ -1,7 +1,7 @@
#ifndef _GL4ES_STRING_UTILS_H_
#define _GL4ES_STRING_UTILS_H_
const char* AllSeparators;
extern const char* AllSeparators;
int CountString(char* pBuffer, const char* S);
char* ResizeIfNeeded(char* pBuffer, int *size, int addsize);

View file

@ -103,8 +103,8 @@ LOCAL_SRC_FILES := $(CLIENT_OBJS_:.o=.c) \
LOCAL_LDLIBS := -lEGL -ldl -llog -landroid -lOpenSLES -lz
LOCAL_STATIC_LIBRARIES := gl4es sigc libzip libpng libjpeg
LOCAL_SHARED_LIBRARIES := openal vrapi
LOCAL_STATIC_LIBRARIES := sigc libzip libpng libjpeg
LOCAL_SHARED_LIBRARIES := gl4es openal vrapi
LOCAL_LDLIBS += -lGLESv3
include $(BUILD_SHARED_LIBRARY)

View file

@ -33,15 +33,15 @@ int sys_frame_time;
qboolean joy_altselector_pressed = false;
// Console Variables
cvar_t *vid_fullscreen;
cvar_t *freelook;
cvar_t *lookstrafe;
cvar_t *m_forward;
cvar_t *m_pitch;
cvar_t *m_side;
cvar_t *m_up;
cvar_t *m_yaw;
cvar_t *sensitivity;
extern cvar_t *vid_fullscreen;
extern cvar_t *freelook;
extern cvar_t *lookstrafe;
extern cvar_t *m_forward;
extern cvar_t *m_pitch;
extern cvar_t *m_side;
extern cvar_t *m_up;
extern cvar_t *m_yaw;
extern cvar_t *sensitivity;
void Quest_GetScreenRes(int *width, int *height);
int Quest_GetRefresh();

View file

@ -204,7 +204,7 @@ import static android.system.Os.setenv;
}
try {
setenv("YQUAKE2_GAMELIBDIR", getFilesDir().getParentFile().getPath() + "/lib", true);
setenv("YQUAKE2_GAMELIBDIR", getApplicationInfo().nativeLibraryDir, true);
}
catch (Exception e)
{