The Android/Quest CMakeLists.txt patch previously reimplemented desktop
build / build (push) Successful in 1m8s
build / build (push) Successful in 1m8s
immediate-mode GL (glBegin/glVertex3f/glEnd and friends) from scratch on top of GLES, since GLES has none of it. That code compiled but was never actually exercised - no on-screen verification was possible without real Quest hardware - making it the biggest unverified risk in the port. Replace it with GL4ES (MIT-licensed, prebuilt into the build image), a mature desktop-GL-on-GLES translation library used by other Quest/Android game ports for exactly this problem. This cuts 04-android-opengl-es-render.patch by half, deleting the hand-written vertex-accumulation emulation entirely; alpha test, point sprites, and point size stay on their existing GLES-native fixes rather than trusting GL4ES's shakier custom-shader interop for those. Bump build-image/VERSION to 3 - a fresh image with GL4ES cross-compiled for arm64-v8a was built and make apk verified successfully against it.
This commit is contained in:
@@ -110,6 +110,11 @@ the [MIT License](LICENSE).
|
||||
[SDL2](https://www.libsdl.org/)'s own android-project template and is
|
||||
zlib-licensed, same as SDL2 itself.
|
||||
|
||||
The Quest build also bundles [GL4ES](https://github.com/ptitSeb/gl4es)
|
||||
(`lib/arm64-v8a/libGL.so` in the APK, prebuilt unmodified into the build
|
||||
image), which translates the engine's desktop-style OpenGL calls into
|
||||
GLES/EGL and is MIT-licensed.
|
||||
|
||||
The vendored engine snapshot in `engine/` is
|
||||
[Shockolate](https://github.com/Interrupt/systemshock), which is licensed
|
||||
under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged
|
||||
|
||||
Reference in New Issue
Block a user