Open midzer opened 1 week ago
Thanks for the interest! It would be fun to see the game get ported.
Azimuth's graphics rendering is written in old-timey immediate-mode OpenGL, and uses some deprecated features that, to the best of my knowledge, aren't supported by GLES. In particular, the brown destructible girder-like walls are drawn using GL_QUADS
, but I don't believe that's a supported draw mode in GLES, so perhaps the translation library can't handle it.
If glBegin(GL_QUADS)
isn't supported, then porting may well require rewriting a bunch of the rendering code to draw those game objects with e.g. separate GL_TRIANGLE_STRIPS
instead, which would be a fair bit of work to rewrite and test. I don't know whether or not there's an easier solution.
Thanks for the reply @mdsteele
When linking azimuth with legacy GL emulation https://emscripten.org/docs/porting/multimedia_and_graphics/OpenGL-support.html#emulation-of-older-desktop-opengl-api-features there are undefined symbols like glGenLists
, glNewList
, glEndList
and glVertex2d
.
So, I have to rely on gl4es for now and investigate how solve this (minor) graphical issue described in first post.
Hi,
first of all, great game! :)
I try to port the game in the browser. But I am running into an issue using an OpenGL translation library https://github.com/ptitSeb/gl4es/issues/472
Basically, those alpha blended wall brown structures (which are destroyable with the first weapon upgrade) are not visible at all.
Perhaps there are some "special" OpenGL functions used which are not supported by gl4es?
Have a nice week midzer