Open gpaluk opened 7 years ago
Thanks for checking out MonkVG and reporting issues with the current build tools. Unfortunately I do not have a lot of time to work on this, especially the Android version. It would be a huge benefit to the community if you could take on updating MonkVG to work with the current build tools and submitting a pull request.
On May 28, 2017, at 11:55 PM, Gary Paluk notifications@github.com wrote:
I am having trouble building the Android or iOS sources from the information provided here. The examples seem to be slightly outdated or incomplete. For example, using ANT to build the Android projects, I get an error that there is the missing build.xml file. The project will not import into Android Studio (which is pretty standard today).
When building the iOS project, it uses an old xcode version that doesn't migrate, when that failed, I tried just to build the third part OpenGL stuff and that failed because the readme.txt doesn't cover hooking up the AppDelegate in a Single View Application (There is no OpenGL ES project option anymore).
— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub, or mute the thread.
I have taken a look at the iOS OpenGL example and fixed it by adding a now required base view controller. The issue I am running into is the use of the thirdparty OpenGL ES 1.1 fixed function shader emulation used in the core MonkVG library (https://code.google.com/archive/p/gles2-bc/). Basically if your application is using OpenGL ES 2.0 or greater then MonkVG is broken. If you are using OpenGL ES 1.1 (fixed function GL ES) then it will work properly. I don't have time currently to fully hunt down the issues and fix them, but if you take a look at the branch "feature/update_ios_xcode" you can see where I left things.
Hint: To try out the OpenGL ES 1.1 implementation in the test app then in "EAGLView.m" change "renderer = [[ES2Renderer alloc] init];" to "renderer = [[ES1Renderer alloc] init];".
Hint: To "build" the shaders for gles2-bc run the "update" script (search files). Seems to be some issues with #defines in the fragment shaders that I can't quickly workout. See the debug output from Xcode after running.
I am having trouble building the Android or iOS sources from the information provided here. The examples seem to be slightly outdated or incomplete. For example, using ANT to build the Android projects, I get an error that there is the missing build.xml file. The project will not import into Android Studio (which is pretty standard today).
When building the iOS project, it uses an old xcode version that doesn't migrate, when that failed, I tried just to build the third part OpenGL stuff and that failed because the readme.txt doesn't cover hooking up the AppDelegate in a Single View Application (There is no OpenGL ES project option anymore).