I just wanted to ask: using Ogre, what are the constraints to keep in mind if you want your application to
- run on OpenGL ES2.0, to target some non-PC platforms
- run on windows/mac/linux
My current understanding is that other than the rendering system plugin, maybe the shaders should be changed for OGLES.
Cross-platform OGLES2.0+ARM / x86+PC app?
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Klaim
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Wolfmanfx
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Re: Cross-platform OGLES2.0+ARM / x86+PC app?
Hi,
I work on a game for a customer with these platforms Android/iOS/PC/Mac for the prototype phase i use RTSS and do not care about shaders - but when you go productive you should change the textures on iOS to pvr and write optimize your shaders with hand (using the xcode profiling tools).
On android we are currently missing a codec for compressed textures (hope i get soon todo it).
Also texture atlas is a important thing on mobile arch.
Support for iOS is really great and android is wip.
I work on a game for a customer with these platforms Android/iOS/PC/Mac for the prototype phase i use RTSS and do not care about shaders - but when you go productive you should change the textures on iOS to pvr and write optimize your shaders with hand (using the xcode profiling tools).
On android we are currently missing a codec for compressed textures (hope i get soon todo it).
Also texture atlas is a important thing on mobile arch.
Support for iOS is really great and android is wip.
