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With the app supporting android 4.3 minimum, there are a number of devices that could use this port if Opengles 2.0 support could be added. SDL does contain bindings for opengles 2.0 that could be leveraged even if some features have to be disabled under this option. Lower end devices have the greatest use case for a port like this as they are unable to emulate 3ds versions of OOT and are stuck on a 20fps emulation.
The text was updated successfully, but these errors were encountered:
Looking through libultraship which provides the opengl context, it seems there exist bindings for glsl 110 link. Could this be easily adapted to an es 2.0 or alternatively maybe something like gl4es could be leveraged to use the desktop gl easily. Additionally both sdl and imgui have gles 2.0 support
I did look at gl4es when first porting it and it wasn't as easy as link and compile, but I might have better luck now that I've worked with the project more. I'll take another look at it.
With the app supporting android 4.3 minimum, there are a number of devices that could use this port if Opengles 2.0 support could be added. SDL does contain bindings for opengles 2.0 that could be leveraged even if some features have to be disabled under this option. Lower end devices have the greatest use case for a port like this as they are unable to emulate 3ds versions of OOT and are stuck on a 20fps emulation.
The text was updated successfully, but these errors were encountered: