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questshock/NOTICE.txt
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The Android/Quest CMakeLists.txt patch previously reimplemented desktop
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.
2026-07-20 12:52:34 +02:00

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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.