Author Topic: AGS engine Android port  (Read 188963 times)

Crimson Wizard

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Re: AGS engine Android port
« Reply #840 on: 07 Aug 2018, 23:06 »
Ok, I assume I have to comment/remove things and rebuild the libs for this test correct? I pointed the release 3.4.1 branch and you pointed the master branch. Which has the correct Android port to run a game built with the latest release of the editor? (AGS 3.4.1.14)

Correct is at the release-3.4.1.

Also, a guess... Should the string version be #version 130 es\n\ instead of #version 130\n\  for EGL on Android?

When I was testing, it did not like "version" keyword.

Re: AGS engine Android port
« Reply #841 on: 08 Aug 2018, 00:45 »
I commented both // CreateShaderProgram(, and I have no more #version errors. But I still have a black screen. Unfortunately no more errors on console... :-\


Re: AGS engine Android port
« Reply #842 on: 02 Sep 2018, 13:33 »
Also, a guess... Should the string version be #version 130 es\n\ instead of #version 130\n\  for EGL on Android?

Should be '#version 100 es' for OpenGL ES 2.0 (and '#version 300 es' for 3.0, '#version 310 es' for 3.1, but I'm guessing we want 2.0 here).