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About bog_dan_ro

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  1. As fabio said, I had to add ETC2 texture compression, because 0 A.D.s uncompressed textures are way too big and they don't fit in memory (my devices have 2gb of ram). GLES 3 is mandatory only for Android (because ETC2 is mandatory in GLES3), but if you use Android you can still use GLES2. Actually if you are using KTX (check my repo, ktx branch) instead of DDS you can compress the textures using any compression your device supports. You just need to provide a simple script that compress the textures and put them in a KTX container. The beauty of using KTX is that the KTX header contains everyt
  2. You can try to reinstall it (uninstall the install again). It should work on Nexus 10.
  3. If you've update it, the you should have the last one. Don't forget that if your card doesn't have OES_mapbuffer extension the application will crash just before you'll start the game! You can use this application to check if your graphics card has it.
  4. It seems you don't use the latest version. Please make sure you are installing *0.4 alpha* version not 0.3 !
  5. Thanks! Sadly, I was right, your device doesn't have glMapBufferOES .
  6. The crash happens because your devices don't have glMapBufferOES extensions needed by 16241 changeset (on my Nexus 10 I don't have that problem, but I've seen it on my ASUS Padfone Infinity). Anyway tonight I'm going to try revert that path locally to see if I can make it work without glMapBufferOES, if it works I'll publish a new version tonight. I think Philip needs to check if there is a better way to fix the problem.
  7. I'm going to make it simple to test. I'm going to use publish it on google play in the alpha area, using my own account and with a different package name to allow wildfiregames to publish it using the real package name when the game will be production ready. People who want to test it, they need to do the following steps: join https://groups.google.com/forum/#!forum/wildfiregames google group. I just created it a few minutes ago and I really like to give it to windfiregames sysadmins, so sysadmins please send me a mail or PM and I'll pass you the ownership.after you've joined wildfiregames gro
  8. I managed to fix half of the fonts probems, now only the bold fonts are screwed . I've also seen that there are a few problems with the terain textures and the corner of the message windows.
  9. Actually using KTX instead of DDS doesn't require the textures to be ETC2. You can compress them with anything that device supports and it should work without any changes in the game engine. Of course you need to find a way to compress them, so most probably you'll end up doing some changes in AcrhiveBuilder&TextureConvert classes.
  10. In principle it should "work" on any GLES 3.x devices (GLES 3 is needed for ETC2). The problem is that 0 A.D. struggles to run on my high-end devices . I own one of these android mini pcs and from my experience they are not that powerful. Yes the hardware is *much* better than Pi (even much better than Pi2) but still not enough to run flawlessly 0 A.D. ...
  11. Hello folks, I have some good and not so good news to share with you Let's start with the good news: - I managed to use ETC2 + KTX textures on Android! - The memory usage (RSS) now stays under 750Mb which is great! On my phones the game is not killed anymore by the O.S.. It's still a lot but at least it survives - The game speed is ~the same as using uncompressed textures. It feels faster when it starts. Now the bad news: - I could not make incremental changes, the S3TC was quite tight integrated into the engine. - Because the patches are big I did some mistakes and now (only) the fonts
  12. Well, if my proposed changes (using KTX, change Tex struct, etc) are ok with you, then we can switch at any time, to any texture type, without changing a single line in the engine . All the information we need to upload and use the texture is in the KTX file. I have no idea why , but I'm more than happy to share the changes that I did to the engine to compress the textures as ETC2. Considering that I did it in a few minutes, maybe I did something wrong ... I *briefly* checked DDS format and it doesn't seem to be as good as KTX (at least for OpenGL, it's quite inferior). KTX header contains
  13. Hello folks, I'd like to give you an update: - Philip' started to upstream my android patches. - I also checked more the compressed texture status on Android: * our target should be GLES 3+ devices. Because pyrogenesis needs quite a lot resources, IMHO there is no need to try to target low/mid-end devices. * use ETC2. Because is the only compressed texture format that is mandatory on all GLES 3+ devices. ASTC is not mandatory nor widely used. Here you can find more infor about the options that we have on Android. * as you could see from this thread, the only problem is to find an FOSS
  14. Ah, I didn't read the license ... That was his first version/blog about it, check his latest version/blog. IMHO the biggest problem is that it doesn't support ETC2/EAC ...
  15. Yep, according to this site ETC2 is quite good ;-). Also Google says: "The ETC2/EAC texture compression formats are guaranteed to be available when using the OpenGL ES 3.0 API. This texture format offers excellent compression ratios with high visual quality and the format also supports transparency (alpha channel)." I've found two: - RwgTex - seems quite good, lots of input/output formats ... - etcpak - Check this blogpost. It seems it doesn't support ETC2/EAC thought ... - it seems there is another etcpack from Ericsson which might be open source, but I can't access any of their web sites
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