Open DSOE1024 opened 1 year ago
How did you compile Godot exactly?
Did you try running Godot headlessly? In Godot 3.x, this means the "server" platform.
The VisionFive 2 does not yet have the drivers to run full OpenGL or Vulkan apps, but a Hello World code snippet in GDScript works fine in my testing (I have a VisionFive 2).
VisionFive 2, like a most single board computers have mobile GPU and support only OpenGLES, Linux build of Godot uses desktop OpenGL. So it won't work with hardware acceleration, but if you have software MESA driver installed, you can run it.
With support for loading both GL and GLES is added in ANGLE PR, and EGL driver it should be possible to make it work with GLES hardware acceleration as well (if GL driver is good enough). VisionFive 2 Vulkan drivers are currently completely broken.
I have not tried 3.x but 4.x (with software GL) do work on the VisionFive 2, some tips for building:
use_llvm=yes
build flag), GCC have broken libatomic
and will not work.module_theora_enabled=no module_denoise_enabled=no module_raycast_enabled=no module_xatlas_unwrap_enabled=no
).Edit: Same flags work with 3.x as well.
How did you compile Godot exactly?
scons platform=x11 use_llvm=yes target=release_debug
VisionFive 2, like a most single board computers have mobile GPU and support only OpenGLES, Linux build of Godot uses desktop OpenGL. So it won't work with hardware acceleration, but if you have software MESA driver installed, you can run it.
With support for loading both GL and GLES is added in ANGLE PR, and EGL driver it should be possible to make it work with GLES hardware acceleration as well (if GL driver is good enough). VisionFive 2 Vulkan drivers are currently completely broken.
I have not tried 3.x but 4.x (with software GL) do work on the VisionFive 2, some tips for building:
- Use clang (
use_llvm=yes
build flag), GCC have brokenlibatomic
and will not work.- Some modules are not compatible and need to be disabled (
module_theora_enabled=no module_denoise_enabled=no module_raycast_enabled=no module_xatlas_unwrap_enabled=no
).Edit: Same flags work with 3.x as well.
Thanks for the reply!
I tried compiling the 4.x version and I added flags, but I found that I still don't work properly as shown in the image I am using the latest official 202306 debian image, what I need to do
Can you make a Linux desktop build of Godot that uses GLES instead of normal OpenGL?
It's not possible at the time being, at least not without modifying engine source code. But some work is being done in that direction (#72831) and it should be possible soon.
i have no idea about godot, but if you have gles and need opengl then gl4es should be given a try - also the developer usually is very responsive in case there are bugs etc. - https://github.com/ptitSeb/gl4es/issues/420
i have no idea about godot, but if you have gles and need opengl then gl4es should be given a try - also the developer usually is very responsive in case there are bugs etc. - ptitSeb/gl4es#420
gl4es can only emulate OpenGL 1.x/2.x, which isn't sufficient for Godot 4.x. Godot 4.x requires OpenGL 3.3/OpenGL ES 3.0 support.
Can you make a Linux desktop build of Godot that uses GLES instead of normal OpenGL?
So far, I don't know of any way
i have no idea about godot, but if you have gles and need opengl then gl4es should be given a try - also the developer usually is very responsive in case there are bugs etc. - ptitSeb/gl4es#420
gl4es can only emulate OpenGL 1.x/2.x, which isn't sufficient for Godot 4.x. Godot 4.x requires OpenGL 3.3/OpenGL ES 3.0 support.
Can the editor run with OpenGL ES 3.0 and is there a way to modify it?
Can the editor run with OpenGL ES 3.0 and is there a way to modify it?
As said above, whether OpenGL or OpenGL ES is used is defined at build-time, not at run-time. You need to recompile Godot with the #define GLES_OVER_GL
removed, as it's enabled on desktop platforms.
Most desktop graphics drivers (AMD/Intel/NVIDIA) don't directly support OpenGL ES, so OpenGL must be used there instead.
Can the editor run with OpenGL ES 3.0 and is there a way to modify it?
As said above, whether OpenGL or OpenGL ES is used is defined at build-time, not at run-time. You need to recompile Godot with the
#define GLES_OVER_GL
removed, as it's enabled on desktop platforms.Most desktop graphics drivers (AMD/Intel/NVIDIA) don't directly support OpenGL ES, so OpenGL must be used there instead.
I'm a noob with scons. Will this work or would the define have to be removed directly?
scons platform=linuxbsd target=editor production=yes werror=no -Q GLES_OVER_GL=0 -j`nproc`
Please how can I modify the compilation parameters
This is not a supported use case, and just change that parameter won't be sufficient. Please have patience, this will be solved in time. For now, it's just not possible unless you're comfortable modifying engine code.
Hello, I tried compiling Godot 4.2.1, using the clang compiler, I used my RK3588S board (with Mali GPU) and successfully ran Godot smoothly with GLES, but I still can't work on VisionFive2
Compile commands:
scons arch=rv64 platform=linuxbsd target=editor use_llvm=yes module_theora_enabled=no module_denoise_enabled=no module_raycast_enabled=no module_xatlas_unwrap_enabled=no
It can only be operated in headless mode
Due to this issue, I have added instructions for compiling some of the documentation https://github.com/godotengine/godot-docs/pull/8863
Godot version
3.5stable
System information
Debian
Issue description
Godot Engine v3.5.2.stable.custom_build.170ba337 - https://godotengine.org free(): invalid pointer Aborted
what should i do?
on VisionFive2
Steps to reproduce
make and run
Minimal reproduction project
any