Sisah2
Sisah2
It using custom shaders, not ffp emulated ones, problem is maybe only here.
if i dump the values here it look like this 08-14 18:04:37.702 16633 19749 I LIBGL : glstate->texgen[0].S_E = 1.000000,0.000000,0.000000,0.000000 08-14 18:04:37.702 16633 19749 I LIBGL : glstate->texgen[0].T_E = 0.000000,1.000000,0.000000,0.000000...
it failing/returning in GoUniformfv at location ==-1 and sometimes at memcmp(glprogram->cache.cache + m->cache_offs, value, rsize)==0 its called with arguments like this GoUniformfv(0x790a272000[207], -1, 4, 1, 0x7a2b5a5d08) =>(0.000688...)
seems like _gl4es_EyePlaneQ_* uniforms are filled instead of _gl4es_EyePlaneQ[*] are those two supposed to contain same values? or its a different thing? one is reffered as "texgeneye_code" second "texgeneye_fpe_code"
Seems like there is more in this, gl_EyePlaneX[N] is definitely broken, _gl4es_EyePlaneX_N contain values, but they seems to be wrong (created also new uniform with values from here https://github.com/ptitSeb/gl4es/blob/master/src/gl/fpe.c#L1345 yet...
Just small update about openmw shadows, the devs found a way to calculate shadow texture coordinates, but there is new issue, openmw shadows technique use GL_DEPTH_CLAMP which is not supported...
I think here the main problem is incorrect default settings of half life 2 android. with certain settings normal maps work (on adreno gpu also cube maps) the real problem...
Having gamma correction handled by gl4es only and controlled by env var would be extremely usefull for half life 2 port too. Sorry for OT :)
Then one more problem, its custom shaders, this method work fine for gl4es generated shaders that emulate ffp, but it dont affect custom shaders. Can it be done in shaderconv...
this may be really usefull for HL2 (if it handle custom shaders too) but is really not a issue for openmw (its introduced and also fixed by patches of openmw-android)