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SLUDGE Adventure Engine now with GLES2 support

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#41 OFFLINE   PokeParadox

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Posted 17 January 2012 - 11:34 PM

Scaling down the textures is probably not the best idea, because some games have very large textures. If there is a scene that doesn't fit on the screen, the background texture can easily be over 2000 pixels wide and only a part of that is visible.

I think a better solution would be to have a small library wrapping around OpenGLs texture handling functions and taking care of splitting large images into small enough chunks (creating multiple GL textures) and putting them back together when drawing.

Such a thing could also take care of creating only textures with sizes in powers of two. It could be used for any game port. I wonder if that already exists, I didn't find anything. Or if at least someone did something similar in a game. If not, is someone interested in creating it? I don't know when I'll come around to do it myself.


I have done similar things... at least I auto resize images to nearest PoT before creating an OpenGL Texture. Not created a lib to split textures automatically yet though!


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#42 OFFLINE   Letalis Sonus

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Posted 18 January 2012 - 11:38 AM

Cogl (simple GL/GLES abstraction layer created for Clutter) does some automatic slicing of textures, that could do the trick as well.

#43 OFFLINE   BigMc

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Posted 18 January 2012 - 01:33 PM

Cool, Cogl looks like exactly what I was looking for! I'm so glad if I don't have to care for a half-baked solution myself. :D

#44 OFFLINE   _wb_

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Posted 23 June 2012 - 05:24 PM

(bump)

Any progress on this? I just read this thread and it looks like you're close to getting everything working, but somehow this thread ended at this point...
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#45 OFFLINE   Clop

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Posted 08 July 2012 - 11:34 AM

Haven't tested since my last post. And won't be able to test more, as my Pandora has been stolen in the train :/
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#46 OFFLINE   _wb_

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Posted 08 July 2012 - 02:13 PM

Ouch, that sucks!
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#47 OFFLINE   DrCJBoduma

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Posted 08 July 2012 - 02:13 PM

Ahhh man, that is very bad news, I feel for you. I am not a programmer, but if there is anything I can do to help test stuff on my pandora let me know.

Cheers

Chris

PS Just out of interest, was it snatched or did you leave it unattended?

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#48 OFFLINE   Clop

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Posted 10 July 2012 - 08:19 AM

PS Just out of interest, was it snatched or did you leave it unattended?



It was totally my fault :/ I feel terribly guilty for the poor baby.
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#49 OFFLINE   mcobit

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Posted 10 July 2012 - 08:22 AM

I compiled the 2.2 version yesterday and tried a game, which had a problem with some libiconv stuff. I need to test a bit more, but don't have too much time.

#50 OFFLINE   BigMc

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Posted 13 July 2012 - 03:46 PM

I still think Cogl could be helpful, but it doesn't support multitexturing of sliced textures and it would require some work to bypass that problem. I didn't proceed any further.

It might be also interesting for someone here to port AGS to the Pandora. There are much more games available for AGS than for SLUDGE and it was recently open sourced and works on Linux, Android, iOS and PSP now.

https://github.com/a...egamestudio/ags

I think the Pandora may be fast enough to run the low-res games. The downside is that the AGS Editor doesn't work on Linux yet, but that's also just waiting for someone to make it happen.

#51 OFFLINE   mcobit

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Posted 13 July 2012 - 03:50 PM

Ags is already ported and working :)

#52 OFFLINE   BigMc

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Posted 13 July 2012 - 04:08 PM

Oh, good, then this thread is spared from too much off-topic. :)



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