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Astromenace 1.3.2 rendering problems
The visually stuning game, made in Russia, runs beautifully on an old x86 using OpenGL 1.4 (nvidia binary drivers). But on Odroid C1 (x11, Mali) the game seems to be working, but all's black except for the splash screen which happens to be completely white. I've copied the settings from that x86 box but no luck:
./AstroMenace
AstroMenace 1.3.2 130712
Open XML file: /home/odroid/.config/astromenace/amconfig.xml
VFS file was opened ./gamedata.vfs
Font initialized: DATA/FONT/LinBiolinumBold.ttf
Vendor : OpenAL Community
Renderer : OpenAL Soft
Version : 1.1 ALSOFT 1.14
ALut ver : 1.1
Current Video Mode: 1280x1024 16bit
Xinerama/TwinView detected.
Screen count: 1
Screen #0: (0, 0) x (1280, 1024)
libGL:loaded: libGLESv1_CM.so
libGL:loaded: libEGL.so
libGL: built on Aug 30 2015 11:08:44
SDL version: 1.2.15
Set video mode: 1280 x 1024 x 16
Vendor : ARM
Renderer : Mali-450 MP
Version : 1.4 glshim wrapper
libGL: GL_INVALID_ENUM when calling glGet<GL_INT>(GL_MAJOR_VERSION)
libGL: GL_INVALID_ENUM when calling glGet<GL_INT>(GL_MINOR_VERSION)
OpenGL Version : 0.0
Max texture height: 4096
Max texture width: 4096
Max lights: 8
Max multitexture supported: 8 textures.
Shaders unsupported.
Would the failed OpenGL version check be of any importance?
The easiest solution here would be me trying the game myself. I'll take a look.
I've just tried it with a different version of glshim (ssvb probably) and it identifies OpenGL as 1.0 and is able to render some elements making the game barely playable.
Are you on the unstable branch? Try both master and unstable. ssvb's glshim is very old
Yeah, unstable from a week ago. Built and tried master just now and there's no difference. I may be wrong about that other version (can't remember where I got it from), it also has libpreload.so
Is it ok to just shuffle the builds without recompiling the game binaries?
yep
Glest crashes with :
./glest: symbol lookup error: ./glest: undefined symbol: glDrawRangeElements
after switching to master or that older version
that's fine, this issue is about Astromenace
I know, I meant switching libs can cause problems. Was it because of libGLU?
no. master doesn't have glDrawRangeElements implemented. I just want to know if Astromence works fine on master.
All right, I answered that already - sorry for my imprudent editing :)
you should also try ptitseb's glshim fork
his fork is different enough from mine I can't really provide support on it, it's just at a different spot so has different compatibility
The game seems to work with ptitseb's fork!
The point of these issues is to track upstream glshim support, as ptitseb's fork is very different.
In that case I could give you a crash outside of glshim (caused by it) present in both repos. Interested?
Yep, I'm interested in any relevant bug reports.
(Haven't been working on glshim as much in the past couple of months because I've been very busy with Usercorn, but glshim should be back in the rotation very soon as the Pyra is fast approaching.)