I'm trying to port an OpenGL game to an embedded device running OpenGL-ES. I'm fairly good at porting stuff, but know *very* little of OpenGL, so bear with me. So far, I've got the game compiled and running under WIN32 using both he video card's OpenGL and MESA 6.2. I've also done an analysis of OGL APIs the game uses and whether those APIs exists in OGL-ES 1.1. It doesn't look too bad.
I'm now trying to modify the sw to only use OGL functions that are also in OGL-ES. That way I can test the OGL --> OGL-ES transition fully under WIN32 before the final port to the embedded device I'm ultimately porting it to. That's where MESA comes in because it supports things like glMultiTexCoord4f.
First specific question....
The game uses the following OGL commands to render a character in its menu system:
glBindTexture (GL_TEXTURE_2D, texnum);
glTexCoord2f (fcol, frow);
glVertex2f (x, y);
glTexCoord2f (fcol + size, frow);
glVertex2f (x+8, y);
glTexCoord2f (fcol + size, frow + size);
glVertex2f (x+8, y+;
glTexCoord2f (fcol, frow + size);
glVertex2f (x, y+;
Do I assume correctly that I need to replace this using OGL-ES's glMultiTexCoord4f?
I've tried both
glMultiTexCoord4f(draw_chars->texnum, fcol, fcol+size, frow, frow+size);
glMultiTexCoord4f(draw_chars->texnum, x, y, x+8, y+;
Both didn't work, the menu was not visible.
Any help would be appreciated!
[ October 28, 2004: Message edited by: yipton ]