iOS 8.1.1 + Ogre 1.9
Posted: Thu Nov 27, 2014 12:58 am
Hi. Couple of days ago i started to learn/play with Ogre. Appears it doesn't work out of the box. Here is several issues i had:
1) macBundlePath() + "/../Documents/" isn't valid with iOS 8 (couldn't save/load ogre.cfg);
2) running OS X program within simulator 8 isn't valid (this technique was used to identify XCode's path);
3) render system OpenGL ES 1.x won't compile because of missing *.mm files (i see fixes in default branch but not merged in stable 1.9);
4) device orientation support for windowed mode is broken (wrong and duplicated height/width swaping);
5) windowed mode for render system OpenGL ES 1.x is broken (didn't accept ViewController if it's not root);
6) hlsl2glsl is not complete: no x86_64 arch in iOSDependencies, had to recompile it manually and also adjust Ogre to fit latest hlsl2glsl API;
7) no GL ES 3 support. Ogre won't compile with that option enabled because of some missing declarations (actually don't need that but it could be interesting to see deferred lighting example with Ogre on iOS).
I managed to fix them locally (except gles3) and now have working demo (Ogre in UIView).
Here is my changes: But few questions left (especially after i found out about iOS's SceneKit framework).
a) Are mentioned issues known?
b) Is iOS support planned or deprecated, or it's totally depends on volunteers?
c) What's the latest stable Ogre branch/commit?
d) What branch is bleeding edge, v2-0? Lots of forum-threads mention v1-10, but i can't find such thing.
1) macBundlePath() + "/../Documents/" isn't valid with iOS 8 (couldn't save/load ogre.cfg);
2) running OS X program within simulator 8 isn't valid (this technique was used to identify XCode's path);
3) render system OpenGL ES 1.x won't compile because of missing *.mm files (i see fixes in default branch but not merged in stable 1.9);
4) device orientation support for windowed mode is broken (wrong and duplicated height/width swaping);
5) windowed mode for render system OpenGL ES 1.x is broken (didn't accept ViewController if it's not root);
6) hlsl2glsl is not complete: no x86_64 arch in iOSDependencies, had to recompile it manually and also adjust Ogre to fit latest hlsl2glsl API;
7) no GL ES 3 support. Ogre won't compile with that option enabled because of some missing declarations (actually don't need that but it could be interesting to see deferred lighting example with Ogre on iOS).
I managed to fix them locally (except gles3) and now have working demo (Ogre in UIView).
Here is my changes: But few questions left (especially after i found out about iOS's SceneKit framework).
a) Are mentioned issues known?
b) Is iOS support planned or deprecated, or it's totally depends on volunteers?
c) What's the latest stable Ogre branch/commit?
d) What branch is bleeding edge, v2-0? Lots of forum-threads mention v1-10, but i can't find such thing.