66f02a0c61
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.
13 lines
579 B
Plaintext
13 lines
579 B
Plaintext
This package's original tooling (build scripts, Makefile, launcher) is
|
|
licensed under the MIT License - see LICENSE.
|
|
|
|
The systemshock binary and its shared libraries in lib/ are built from
|
|
Shockolate (https://github.com/Interrupt/systemshock), which is licensed
|
|
under the GNU GPLv3 - see LICENSE.Shockolate. It is included unchanged
|
|
and is not relicensed by this project's MIT license.
|
|
|
|
Game assets are not included - see res/GET_ASSETS.txt.
|
|
|
|
The Quest build bundles GL4ES (https://github.com/ptitSeb/gl4es),
|
|
prebuilt unmodified as lib/arm64-v8a/libGL.so, which is MIT-licensed.
|