iPhone Port
- masterfalcon
- OGRE Team Member
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iPhone Port
Hey everybody,
The patch is in trunk and ready for testing. I'll keep hammering on it. Starting with input and bugs then moving on to performance.
Dependencies can be downloaded from https://sourceforge.net/projects/ogre/f ... g/download
Building instructions are in BuildingWithCMake.txt and I'll put them up on the wiki soon.
Enjoy!
Masterfalcon
The patch is in trunk and ready for testing. I'll keep hammering on it. Starting with input and bugs then moving on to performance.
Dependencies can be downloaded from https://sourceforge.net/projects/ogre/f ... g/download
Building instructions are in BuildingWithCMake.txt and I'll put them up on the wiki soon.
Enjoy!
Masterfalcon
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- Gremlin
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Re: iPhone Port
Well done !! I've no IPhone to use it, but I think it is a very welcome addition !!
Congrats to you for becoming also a new Team Member !!
Congrats to you for becoming also a new Team Member !!
- Wolfmanfx
- OGRE Team Member
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- xadhoom
- Minaton
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Re: iPhone Port
Very interesting!
Thank you!
Thank you!
- boyamer
- Orc
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Re: iPhone Port
Thank you very much,you have to join ogre team as IPhone maintainer
Is there any example ready to use?
guide?
Is there any example ready to use?
guide?
- DanielSefton
- Ogre Magi
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Re: iPhone Port
Awesome!
I might have to change our plans and create a 3D game. I'll probably test it tonight as well.
And grats on becoming a team member!
I might have to change our plans and create a 3D game. I'll probably test it tonight as well.
And grats on becoming a team member!
- masterfalcon
- OGRE Team Member
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Re: iPhone Port
I thought I should also list known issues and things on the TODO list. So here ya go!
Several Demos will not work due to limitations of OpenGL ES 1.x
CelShading
Dot3Bump
Fresnel
Isosurf
ParticleGS
VolumeTex
Water
BUGS:
- Landscape Right takes a small performance hit
- Cocoa and Carbon are still added to include dirs
- X and Y input are reversed when in landscape orientation
- DynTex demo doesn't render textures
TODO:
- FBO RenderTexture implementation
- Input
- Multi-touch and accelerometer input
- SIMD optimizations
Several Demos will not work due to limitations of OpenGL ES 1.x
CelShading
Dot3Bump
Fresnel
Isosurf
ParticleGS
VolumeTex
Water
BUGS:
- Landscape Right takes a small performance hit
- Cocoa and Carbon are still added to include dirs
- X and Y input are reversed when in landscape orientation
- DynTex demo doesn't render textures
TODO:
- FBO RenderTexture implementation
- Input
- Multi-touch and accelerometer input
- SIMD optimizations
- boyamer
- Orc
- Posts: 459
- Joined: Sat Jan 24, 2009 11:16 am
- Location: Italy
- x 6
Re: iPhone Port
Well i think first thing would be to move out to OPenGL ES 2.0,and after then bug fixing,correct me if i'm wrong.
- sinbad
- OGRE Retired Team Member
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Re: iPhone Port
Since GLES 1.1 works on both the iPhone 3G (40m user base) and the 3GS, I think making sure the 1.1 rendersystem is complete is more important than moving on to the 3GS-only GLES 2.0 just yet.boyamer wrote:Well i think first thing would be to move out to OPenGL ES 2.0,and after then bug fixing,correct me if i'm wrong.
- masterfalcon
- OGRE Team Member
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Re: iPhone Port
I agree with sinbad on this one. In addition to the currently much larger installed user base, there are things that are more important to work on at the moment(input and performance for example).
Getting the port to a state that it can be used to produce usable games takes precedence over the 2.0 rendersystem for now. Fear not though, I'm already doing some engineering design for OpenGL ES 2.
Getting the port to a state that it can be used to produce usable games takes precedence over the 2.0 rendersystem for now. Fear not though, I'm already doing some engineering design for OpenGL ES 2.
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- Gnoll
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Re: iPhone Port
Not a really big deal but you might want to change iPhone/OgreTimer.cpp to use mach_absolute_time() - it will bring it to the level of QueryPerformanceCounter on Win32.
Here is a link with some details how to handle mach_absolute_time():
http://shiftedbits.org/2008/10/01/mach_ ... he-iphone/
BTW. Is Ogre by default using pbuffers ? I see your code is using pbuffers ... every iPhone out there already fully supports fbos ( which imho are much better option)
Here is a link with some details how to handle mach_absolute_time():
http://shiftedbits.org/2008/10/01/mach_ ... he-iphone/
BTW. Is Ogre by default using pbuffers ? I see your code is using pbuffers ... every iPhone out there already fully supports fbos ( which imho are much better option)
- masterfalcon
- OGRE Team Member
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Re: iPhone Port
Ya, FBO support is on my list of higher priority items. I have it partially implemented at the moment.
I'll take a look into OgreTimer later tonight and see how things are being handled.
I'll take a look into OgreTimer later tonight and see how things are being handled.
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- Halfling
- Posts: 77
- Joined: Thu Mar 27, 2008 7:40 pm
Re: iPhone Port
Its good to hear that an iPhone port is being officially developed for Ogre (even though I cant test it ). Keep up the good work guys!
I have a question though since, the iPhone port uses a GLES 1.1 render system, does that mean that ogre can be theoretically ported to any other platform that supports GLES 1.1 (e.g Pandora box or a Symbian phone, or an Android phone or even the PS3 )??
From Wikipedia http://en.wikipedia.org/wiki/OpenGL_ES
I have a question though since, the iPhone port uses a GLES 1.1 render system, does that mean that ogre can be theoretically ported to any other platform that supports GLES 1.1 (e.g Pandora box or a Symbian phone, or an Android phone or even the PS3 )??
From Wikipedia http://en.wikipedia.org/wiki/OpenGL_ES
BTW Can this iPhone port run on an iPod Touch too ?OpenGL ES 1.0 has been chosen as the official 3D graphics API in Symbian OS[2] and the Android platform[3].
OpenGL ES 1.0 plus some features of 2.0 and Cg are supported by the Playstation 3 as one of official graphics APIs [4] (the other one being low level libgcm library).
OpenGL ES 1.1[5] is used as the 3D library for the iPhone SDK.[6]
OpenGL ES 2.0 will be used as the 3D library for the Pandora console and iPhone SDK 3.0 (only confirmed for the iPhone 3GS, due to hardware changes required to support OpenGL ES 2.0). It is also rumored that Windows Mobile 7 [7] from Microsoft will also support OpenGL ES 2.0.
- masterfalcon
- OGRE Team Member
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Re: iPhone Port
Actually Symbian is already supported. I hope I didn't break it, but I don't have hardware to test it on. I don't know if anyone is working on Pandora or Android. Someone would probably need access to PS3 dev hardware to do that port.jonnys wrote:I have a question though since, the iPhone port uses a GLES 1.1 render system, does that mean that ogre can be theoretically ported to any other platform that supports GLES 1.1 (e.g Pandora box or a Symbian phone, or an Android phone or even the PS3 )??
Absolutely! I've done a lot of testing on a 1st gen Touch.jonnys wrote:BTW Can this iPhone port run on an iPod Touch too ?
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- Halfling
- Posts: 46
- Joined: Thu Dec 22, 2005 2:43 pm
- Location: Cairo, Egypt
Re: iPhone Port
A move I was waiting for, IPhone support using my favorite engine
At least now I would no longer check Torque's IPhone support
Thank you Masterfalcon
I'll test it ASAP
At least now I would no longer check Torque's IPhone support
Thank you Masterfalcon
I'll test it ASAP
- boyamer
- Orc
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Re: iPhone Port
Which version of OpenGLES do i have to download? and from where?
- DanielSefton
- Ogre Magi
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Re: iPhone Port
Did you read the thread? Once you've done that, use Google.boyamer wrote:Which version of OpenGLES do i have to download? and from where?
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- Gnoll
- Posts: 674
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- Location: USA
Re: iPhone Port
masterfalcon wrote:I
- SIMD optimizations
You might find these sites helpfull:
http://code.google.com/p/lxt-math/
http://code.google.com/p/vfpmathlibrary/
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- Gnoblar
- Posts: 5
- Joined: Sat Jul 11, 2009 11:24 pm
Re: iPhone Port
This is excellent! We just published a pair of titles for the iPhone using Unity, and although it's a great engine, I have been looking for C++/Obj-C 3D engine to increase performance and decrease binary size.
Keep it up!
RBGames
Keep it up!
RBGames
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- Gnoblar
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- Joined: Sat Jul 11, 2009 11:24 pm
Re: iPhone Port
Followed the instructions in BuildWithCMake.txt, everything built fine. The samples compile but when I deploy/run on the simulator I get an immediate crash:
Symbol not found: _CFXMLNodeGetInfoPtr
Referenced from: /System/Library/Frameworks/Security.framework/Versions/A/Security
Expected in: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
Am I missing a necessary framework in the project perhaps?
Thanks,
RBGames
Symbol not found: _CFXMLNodeGetInfoPtr
Referenced from: /System/Library/Frameworks/Security.framework/Versions/A/Security
Expected in: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
Am I missing a necessary framework in the project perhaps?
Thanks,
RBGames
- masterfalcon
- OGRE Team Member
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Re: iPhone Port
That's a very strange error. Do you have problems running any other apps in the simulator? My gut tells me that you may need to either remove and reinstall Xcode or Archive and Install OS X.rbgames wrote:Followed the instructions in BuildWithCMake.txt, everything built fine. The samples compile but when I deploy/run on the simulator I get an immediate crash:
Symbol not found: _CFXMLNodeGetInfoPtr
Referenced from: /System/Library/Frameworks/Security.framework/Versions/A/Security
Expected in: /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
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- Gnoblar
- Posts: 5
- Joined: Sat Jul 11, 2009 11:24 pm
Re: iPhone Port
No other problems, I can build and compile both template based XCode iPhone projects as well as projects based on the Oolong and Cocos2D engines to the simulator and device.
Perhaps I am missing some other dependency although I followed the instructions for cmake.
I've tried a few times from scratch, I checkout a fresh ogre trunk from svn, copy the iPhoneDependencies into the ogre folder, then follow the BuildWithCMake instructions for XCode with iPhone. Once it's finished, I open the ogre xcode project and compile for debug 3.0 / simulator. Any other steps as far as the dependencies?
You don't need to include any of the iPhone SDK framework into the project or anything else you can think of? I really want to start working with it. Thanks for the help, I'll walk through it again and see if there is something I missed.
Thanks,
RBGames
Perhaps I am missing some other dependency although I followed the instructions for cmake.
I've tried a few times from scratch, I checkout a fresh ogre trunk from svn, copy the iPhoneDependencies into the ogre folder, then follow the BuildWithCMake instructions for XCode with iPhone. Once it's finished, I open the ogre xcode project and compile for debug 3.0 / simulator. Any other steps as far as the dependencies?
You don't need to include any of the iPhone SDK framework into the project or anything else you can think of? I really want to start working with it. Thanks for the help, I'll walk through it again and see if there is something I missed.
Thanks,
RBGames
- masterfalcon
- OGRE Team Member
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- Location: Bloomington, MN
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Re: iPhone Port
What OS and Xcode versions are you using?rbgames wrote:No other problems, I can build and compile both template based XCode iPhone projects as well as projects based on the Oolong and Cocos2D engines to the simulator and device.
Perhaps I am missing some other dependency although I followed the instructions for cmake.
I've tried a few times from scratch, I checkout a fresh ogre trunk from svn, copy the iPhoneDependencies into the ogre folder, then follow the BuildWithCMake instructions for XCode with iPhone. Once it's finished, I open the ogre xcode project and compile for debug 3.0 / simulator. Any other steps as far as the dependencies?
You don't need to include any of the iPhone SDK framework into the project or anything else you can think of? I really want to start working with it. Thanks for the help, I'll walk through it again and see if there is something I missed.
Thanks,
RBGames
-
- Gnoblar
- Posts: 5
- Joined: Sat Jul 11, 2009 11:24 pm
Re: iPhone Port
Well I made some progress. XCode 3.1.3 and OS - 10.5.7
They now build and run on the simulator, I am not sure what I did differently this time around, perhaps I forgot the fix links path script. However, the screen is black after the default.png and loading spinner goes away, although I do see the engine and resources get initialized in the debug console. So I'm getting somewhere at-least.
RBGames
They now build and run on the simulator, I am not sure what I did differently this time around, perhaps I forgot the fix links path script. However, the screen is black after the default.png and loading spinner goes away, although I do see the engine and resources get initialized in the debug console. So I'm getting somewhere at-least.
RBGames
- Wolfmanfx
- OGRE Team Member
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Re: iPhone Port
Code: Select all
CPU Identifier & Features
-------------------------
* CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU P7350 @ 2.00GHz
* SSE: yes
* SSE2: yes
* SSE3: yes
* MMX: yes
* MMXEXT: yes
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-------------------------
GLESRenderSystem::_createRenderWindow "OGRE Render Window", 0x0 windowed miscParams: FSAA=0 displayFrequency= orientation=480 x 320
[Switching to process 28422 thread 0x3a07]
unable to read unknown load command 0x22
GL_VERSION = OpenGL ES-CM 1.1 APPLE
GL_VENDOR = Apple Computer, Inc.
GL_RENDERER = Apple Software Renderer
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EXT: GL_APPLE_texture_2D_limited_npot
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EXT: GL_EXT_texture_filter_anisotropic
EXT: GL_EXT_texture_lod_bias
EXT: GL_IMG_read_format
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EXT: GL_IMG_texture_format_BGRA8888
EXT: GL_OES_blend_equation_separate
EXT: GL_OES_blend_func_separate
EXT: GL_OES_blend_subtract
EXT: GL_OES_compressed_paletted_texture
EXT: GL_OES_depth24
EXT: GL_OES_draw_texture
EXT: GL_OES_fbo_render_mipmap
EXT: GL_OES_framebuffer_object
EXT: GL_OES_mapbuffer
EXT: GL_OES_matrix_palette
EXT: GL_OES_point_size_array
EXT: GL_OES_point_sprite
EXT: GL_OES_read_format
EXT: GL_OES_rgb8_rgba8
EXT: GL_OES_stencil8
EXT: GL_OES_texture_mirrored_repeat
**************************************
*** OpenGL ES 1.x Renderer Started ***
**************************************
Registering ResourceManager for type GpuProgram
GL ES: Using PBuffers for rendering to textures
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL ES 1.x Rendering Subsystem
GPU Vendor: apple
Device Name: Apple Software Renderer
Driver Version: 0.0.0.0
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* Supported Shader Profiles:
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* GL 1.5 without VBO workaround: no
* Frame Buffer objects: yes
* Frame Buffer objects (ARB extension): no
* Frame Buffer objects (ATI extension): no
* PBuffer support: no
* GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread 0x4d29510.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x4d6bdc0 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 0x4d6c040 starting.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
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Parsing scripts for resource group Bootstrap
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Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
Font BlueHighwayusing texture size 512x512
Info: Freetype returned null for character 127 in font BlueHighway
Info: Freetype returned null for character 128 in font BlueHighway
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Info: Freetype returned null for character 136 in font BlueHighway
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Info: Freetype returned null for character 157 in font BlueHighway
Info: Freetype returned null for character 158 in font BlueHighway
Info: Freetype returned null for character 159 in font BlueHighway
Info: Freetype returned null for character 160 in font BlueHighway
Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Parsing script OgreLoadingPanel.overlay
Finished parsing scripts for resource group Bootstrap
Parsing scripts for resource group General
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Parsing script deferred_post_debug.hlsl.program
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Parsing script deferred_post_minilight.hlsl.program
Parsing script deferred_post_minilight.program
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Parsing script deferred_post_multipass.hlsl.program
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Parsing script deferred_post_onepass.hlsl.program
Parsing script deferred_post_vs.program
Parsing script ASCII.material
Parsing script ASMSwizzle.material
Compiler error: object unsupported by render system in ASMSwizzle.material(1)
Parsing script BlackAndWhite.material
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Parsing script Example-DynTex.material
Parsing script Example-Water.material
Parsing script Example.material
Parsing script Examples-Advanced.material
Compiler error: object unsupported by render system in Examples-Advanced.material(413)
Parsing script facial.material
Parsing script Glass.material
Parsing script GLSLSwizzle.material
Parsing script Halftone.material
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[Switching to process 28422 thread 0x420b]
Parsing script OffsetMapping.material
Compiler error: object unsupported by render system in OffsetMapping.material(18)
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Parsing scripts for resource group Internal
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Texture: BumpyMetal.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
*** Initializing OIS ***
Assertion failed: ((min.x <= max.x && min.y <= max.y && min.z <= max.z) && "The minimum corner of the box must be less than or equal to maximum corner"), function setExtents, file /Users/wolfman/Ogre/iphone/OgreMain/include/OgreAxisAlignedBox.h, line 253.
every sample stops after the loading screen due this exception.
System spec OSX 10.5.7 3.1 iphone sdk and compiled for 3.1 simulator