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License: MIT License
C++ cross-platform OpenGL 2.1/OpenGL ES 2.0 runtime
License: MIT License
Android devices loose OpenGL context with every app minimization, so it has to be reloaded. Right now it also causes texture atlases to load again and then manual mipmap generation slows down this process a lot.
I'm aware that not many ppl have that library installed on their systems. It might be a good idea to use SOIL2 [1]. However, that is a premake mercurial repository, so a CMake git alias repo would have to be created.
Many features will follow.
The gui code will be heavily refactored, but there's no other way to decide on the code design.
Since Spooky is supposed to be a library, it might be wise to wrap everything in "spooky" namespace.
Also, particular parts of the engine could have their own sub-namespaces. (like rendering)
Just a quick try out, and found that it does not build on OSX. There seems to be some linux-specfics used, e.g. ".../" instead of "../../". A quick fix might be required if OSX support gets a chance to your list of goals?
venus:spooky wc$ mkdir -p build/android && cd build/android
venus:android wc$ cmake -DCMAKE_TOOLCHAIN_FILE=[...]/toolchain-android.cmake -DANDROID_ABI="armeabi" -DCMAKE_BUILD_TYPE=Debug -DBUILD_SHARED=ON ../..
CMake Error at /usr/local/Cellar/cmake/3.5.2/share/cmake/Modules/CMakeDetermineSystem.cmake:104 (message):
Some render/ subdirectories have been already refactored, but the majority is still full of garbage.
As usually:
This could also fix cross-platform support, as it's broken for now.
This will also at the same time establish the premises of the engine. Some additional refactoring may follow.
It's a real mess for now, completely unreadable. The structure is also very inconsistent.
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