Open servkeym opened 11 years ago
No.
In principle it could work, without DXT textures. But I haven't tried.
I have gotten it to work on Android with a recent-ish Chrome build. However, I had to modify the BananaBread content a bit. Since there is no DXT support, I had to change the Makefile to package the .jpg textures along with the DXT textures. Sauerbraten will fall back to using uncompressed textures if they are available. I also had to resize the .jpg textures, but there may be a better way. Kripken, how feasible would it be for you to change the demo at mozilla.org to include both types of textures? Or is this already being done? I haven't checked for a while.
I think separate builds might be better, since the jpgs add quite a lot to the download. No need to download both jpgs and dxts for a single machine.
Did you need to change anything but the textures? No code changes?
Separate builds sounds great.
As far as other changes, looking at git diff HEAD...
in cube2/js/game-setup.js, at line 239 I added a test for whether 'rules' existed before deleting the items in it.
At one point I had removed the
It looks like I had to remove --crunch=$(CRUNCH_QUALITY) from the client: rule in the Makefile. I think I simply didn't have the crunching utility installed on my system.
Those are all the changes I see, but I just tried my Android Chrome build against the demo on mozilla.net, and it's crashing at the end of the "Preparing" progress bar. This isn't the failure mode I saw when the textures didn't work (in that case everything showed up dark grey/black). I'm not sure what all has changed since I synced with the repo (commit 4b5c330).
Thanks for the quick reply, and all the work on this cool stuff.
On Thu, May 2, 2013 at 2:54 PM, Alon Zakai notifications@github.com wrote:
I think separate builds might be better, since the jpgs add quite a lot to the download. No need to download both jpgs and dxts for a single machine.
Did you need to change anything but the textures? No code changes?
— Reply to this email directly or view it on GitHubhttps://github.com/kripken/BananaBread/issues/28#issuecomment-17367292 .
Thanks, I made that change now.
I should also mention that, at least on Chrome, full-screen mode is not supported, so it falls back to windowed mode. And there is no support for touch controls, so I've basically only been running BananaBench and the two towers flythrough. Presumably a bluetooth keyboard and mouse would work, but I haven't tried.
Just found out the version of Chrome I was working with (V25) has a bug with determining extension support, so it reported that DXT texture compression is supported when it is not. If you create the packages without any of the DXT files, texture compression support is not actually needed, so I commented out the test and the fail('texture compression') in game-setup.js. With this modification I was able to run BananaBread on Android with a recent Firefox nightly build, and a recent Chrome release.
Hi, Can I use BananaBread on my Android tablet?, Thanks