[iOS] OpenGL ES2 RS & Targeting devices

Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
d000hg
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[iOS] OpenGL ES2 RS & Targeting devices

Post by d000hg »

I noticed that even when I set "Video Mode=1024x768" in ogre.cfg, running SampleBrowser in the iPad simulator still uses much less than the whole screen (I checked the .log and it IS creating a 1024x768 RenderWindow).

I'm unsure how Video Mode and Content Scaling Factor work together, and how this ties in with different iOS devices (phone/pad). It seems odd to set the screen mode, surely that then means creating device-specific versions? Doesn't it make more sense to create the window at the device's native resolution? I think I missed something here, or maybe it's a necessary awkwardness of making Ogre run on fixed-resolution devices?

Is there a good explanation of these kind of things, and the available GL ES options (for instance CSF, Orientation)?

And is there a simple way to make an Ogre app iPad-only, or in fact iPad2-only?
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masterfalcon
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Re: [iOS] OpenGL ES2 RS & Targeting devices

Post by masterfalcon »

This has come up very frequently in the forums. All of the simulators share preferences. So if you run in the iPhone sim, your prefs are saved with tht screen size. But then if you run in the iPad sim, it will see that prefs already exist and just use those settings rather than checking the screen size.

What you need to do is delete the app from the sim, same way that you delete from a device, then run it again from Xcode.
d000hg
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Re: [iOS] OpenGL ES2 RS & Targeting devices

Post by d000hg »

Does clearing the simulator entirely do this? I tried that with no success. Also, I have never run SampleBrowser on iPhone sim, only on iPad, and still it does this. I did run a 1.7 sample on iPhone sim once, would that share same prefs?

Can I access the prefs as a simple text file in the simulator dir?

All that aside, I still don't understand what these prefs mean/do... I can see in the Log Ogre is creating a 1024x768 window so I don't understand from a technical side how it is being drawn about 50% size... is iOS scaling the entire output?
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masterfalcon
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Re: [iOS] OpenGL ES2 RS & Targeting devices

Post by masterfalcon »

Yes that would do it. The prefs are exactly what you'd think they would be: saved settings. In this case they are an automatically generated ogre.cfg based on the current devices max capabilities.

Another thing to check: the device family setting. Make sure it's either universal or iPad.