Open GoogleCodeExporter opened 8 years ago
I noticed the same on my HTC Aria. Not only do they not work half the time,
they also cause huge framerate hits. I disabled them, but this needs to be
fixed.
Original comment by dylanwi...@gmail.com
on 16 Jul 2010 at 2:05
Correct lightmaps don't work for some reason. The logs mention that some
lightmap approximation is being used but I'm not familiar with the Q3 renderer
itself that well. The source I used for Quake3 already had these OpenGL ES
changes. Some pieces of code are disabled because of OpenGL ES / OpenGL
differences but I'm not sure what is going on here. The performance penalty is
multitexturing related and it is a known thing to stress GPUs also desktop ones.
Original comment by thunderb...@gmail.com
on 19 Jul 2010 at 5:00
Yeah, on DroidX they don't work either. I wonder who would know how to get them
to work? But of course if they are such a performance hit maybe just shouldn't
support them at all. At least not until the 2GHz phones. :)
Original comment by WACOM...@gmail.com
on 14 Aug 2010 at 6:08
I konw why. For Quake3 is a game for OpenGL1.2, but Android adopt OpengGL
ES1.1. some api doesnt consistent. so the lightmap texture is disabled on
android. the author can refined the glTexImage2D for lightmap texture, makde
the internalform match the format. please refer to GL ES spec about
glTexImage2D.
Original comment by yuxiw...@hotmail.com
on 15 Nov 2010 at 6:53
Original issue reported on code.google.com by
aldina...@gmail.com
on 28 Feb 2010 at 6:21