Author Topic: FS2 SCP and Android... (NOT GOING TO HAPPEN)  (Read 19893 times)

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Offline ShivanSpS

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Well, the imposible already happen, FS2 was a Windows only game, using Directx... now runs on OpenGL and work on Linux, Mac, Solaris... OSX?

But when someone says Android, then its impossible, its not going to happen, etc...
First off, OpenGL ES is not that diferent, yes it needs some modifications, but is based on OpenGL and definitaly there no need to rewrite everything...

Second, a single guy maded a Quake3 Arena port to Android in a few days, the part i dont like is he used Java for OpenGL and audio, there must be another way.
again, im not asking to do anything im just evaluating the odds.

About the interface, well, phones are out of the question, as always, but 7" tablets are another thing. I was thinking of something like this for 800x480

But is just an idea of how could be done, ship movements can be done by the g-sensor. But most people use a usb keyboard with its tablet anyway.

Right now im looking at the OpenGL/OpenGL ES differences, my tablet is returning of RMA and i hope to have it back next week so i can start trying to compile the bins on a linux arm.

EDIT: i see there is an OpenGL ES "emulator" for desktop eviroments... i gona start by there. It says it just maps OpenGL ES calls to OpenGL api...

OK, i had been checking a bit, the mayor diference it seems they removed all kinds of floats, and ES 1.1 is very very similar to the OGL been used in FSO.

in gl.h in FSO Source Code
Code: [Select]
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef signed char GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
typedef void GLvoid;

gl.h for OpenGL ES 1.1
Code: [Select]
typedef void             GLvoid;
typedef unsigned int     GLenum;
typedef unsigned char    GLboolean;
typedef unsigned int     GLbitfield;
typedef khronos_int8_t   GLbyte;
typedef short            GLshort;
typedef int              GLint;
typedef int              GLsizei;
typedef khronos_uint8_t  GLubyte;
typedef unsigned short   GLushort;
typedef unsigned int     GLuint;
typedef khronos_float_t  GLfloat;
typedef khronos_float_t  GLclampf;
typedef khronos_int32_t  GLfixed;
typedef khronos_int32_t  GLclampx;

typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t  GLsizeiptr;

gl2.h in OpenGL 2.0
Code: [Select]
typedef void             GLvoid;
typedef unsigned int     GLenum;
typedef unsigned char    GLboolean;
typedef unsigned int     GLbitfield;
typedef khronos_int8_t   GLbyte;
typedef short            GLshort;
typedef int              GLint;
typedef int              GLsizei;
typedef khronos_uint8_t  GLubyte;
typedef unsigned short   GLushort;
typedef unsigned int     GLuint;
typedef khronos_float_t  GLfloat;
typedef khronos_float_t  GLclampf;
typedef khronos_int32_t  GLfixed;

/* GL types for handling large vertex buffer objects */
typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t  GLsizeiptr;[code]

this was a quick peek, ill keep looking at it.
« Last Edit: November 02, 2011, 08:18:09 pm by ShivanSpS »

 

Offline Jeff Vader

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Yeah, people could hook their phones up to some docking station that is connected to a full-size keyboard, a mouse, a 24" monitor, surround speakers, and then use that to play... oh wait.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline JGZinv

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Eh, if it makes you happy, give it your all dude.
Some of the most famous inventors in history were put down frequently, and how many of their critics do we remember today....
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
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Offline The E

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Quote
Well, the imposible already happen, FS2 was a Windows only game, using Directx... now runs on OpenGL and work on Linux, Mac, Solaris... OSX?

Porting to Linux and MacOS was rather easy because: 1) They're both POSIX. 2) It was done practically before there was an SCP, meaning the codebase was a lot less complicated than it is now. 3) Even the retail code already had an abstratction framework for switching between graphics APIs, meaning the important part of abstracting stuff had already been done.

Quote
But when someone says Android, then its impossible, its not going to happen, etc...
First off, OpenGL ES is not that diferent, yes it needs some modifications, but is based on OpenGL and definitaly there no need to rewrite everything...

"Some" modifications soon become "a lot". As evidenced by this statement, and the following quotations from the headers, you haven't actually looked at the documentation to see where the real problems are.
Oh, and it's not like I'm saying "porting to Android is impossible". I'm saying "porting to a handheld device is severely impractical due to control issues, performance issues, and general amount of coding required".

Quote
Second, a single guy maded a Quake3 Arena port to Android in a few days, the part i dont like is he used Java for OpenGL and audio, there must be another way.
again, im not asking to do anything im just evaluating the odds.

Someone ported Quake 3. Yes. Someone ported one of the most well-studied, extensively documented, heaviliy developed on engines in the world. Note how FSO is neither of those things.

Quote
About the interface, well, phones are out of the question, as always, but 7" tablets are another thing. I was thinking of something like this for 800x480
But is just an idea of how could be done, ship movements can be done by the g-sensor. But most people use a usb keyboard with its tablet anyway.

Well, my little Android phone has a resolution of 854x480 pixels. Why wouldn't it be able to run it?

Quote
OK, i had been checking a bit, the mayor diference it seems they removed all kinds of floats, and ES 1.1 is very very similar to the OGL been used in FSO.

in gl.h in FSO Source Code
/*blabla snipped*/
this was a quick peek, ill keep looking at it.

This cements my point re: You not reading the documentation. Yes, the headers are identical, mostly. Which is like no surprise at all, and just indicates that you are looking at the wrong things. The major difference between the two, and one that will already cause some porting issues, is that OGL ES does not have the glBegin()/glEnd() commands, and relies on transferring vertex arrays instead.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Mikes

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Well, the imposible already happen, FS2 was a Windows only game, using Directx... now runs on OpenGL and work on Linux, Mac, Solaris... OSX?

Look its pretty easy: OpenGL and all the graphical improvements that followed were a step forward.
Android, no matter how you slice it, would be a giant leap backward...  even on the most successful port you would have a game that a) looks way worse than what we got and b) is crippled by subpar input options.

(To elaborate on the input mess: Yes, there is a keyboard option. Have *you* actually played with one? I doubt it... because otherwise you would know  that none of these keyboards have anti ghosting. They don't react well to multiple keypresses at all. Android is a touch OS really. Adding peripheries usually makes the experience worse, not better (i.e. a notebook blows any Android+keyboard combo out of the water), especially when you use some of these peripheries (i.e. Android keyboards) for purposes (i.e. gaming) that they were never designed for. Seriously... I tried some ports and even dosbox on android... and I actually dropped the keyboard and went back to touchscreen... thats how bad it is.)

In summary: In addition to the huge/prohibitive effort involved in such a project (are you willing to do it? lol) most (that is: pretty much all :p)  people don't even see the point.




Android in its current form is a platform that works for mobile games that were specifically designed as mobile games on that platform. But for ports of fullblown Windows games Android (just like iOS) is just about the worst platform imaginable. Unless the game is 10-20 years old and takes well to touchscreen input (Point and Click adventures work about perfect for example, Freespace does not - at all.) it's just gonna be a huge unplayable mess.

You would do well to take a look at the space shooters that were actually designed for a Touchscreen device, like Galaxy on Fire 2. That game works on Android, it's designed for touchscreen...  and gameplay is completely different from the spacesims we are used to on Windows for good reason .


Frankly... if you would actually get enough people willing to put the effort in for a Freespace port... *porting* the Engine would propably still be stupid. You would be much better off designing a Spacesim engine for Android from scratch and use Freespace ships (possibly from the Original game / otherwise you may have to tone down or recreate current assets). It wouldn t just be easier, it would also be quicker and most importantly: While it would have to (necessarily) play completely different from Windows FSO... it would actually "work" on Android: That is: Present a somewhat enjoyable gameplay experience.

i.e.: Good luck finding enough people for your Android game.







Don't take me wrong... I like my Android tablet. It works great for surfing the web on the couch and reading ebooks with kindle. But - after the newness wears off - the only situation where you would use an Android device for gaming is when you desperately want to game and there is no other hardware option available...  however once you have gamed on your tablet for a while... you will actually realize that when you really have no other gaming options available... *gaming* is pretty much the worst way to spend your time on an Android device. ;)

If you want to play Freespace on the road we already have 3-4 pound gaming laptops that work just fine for FSO in the 700 to 1000$ bracket. They usually have a keyboard that supports multiple keypresses too. ;)
« Last Edit: November 03, 2011, 06:16:13 am by Mikes »

 

Offline ShivanSpS

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Im not looking for people or to play "freespace on the road" im playing with the code just because i like to, i never worked on a C++ project, at least not of this magnitude, even less with OpenGL, so now im messing with the code in my free time, i dont think i can make it, and i absolutely, dont care if i cant, but in this way at least i can learn.

There a lot of documentation about converting glBegin()/glEnd() to work with OpenGL ES around, glvertex is another one. FSO not using OpenGL 2.0 does not help either, since all work must be done on ES 1.1 and its a little abandoned now. Most of the documentation ive found its for 2.0. Actually im not sure of witch version is using, there is nothing on the documentation, but for what it says in the code i bet its the 1.5 with shader extensions.
Also FSO seems to be using lots of floats, and shader implementation is not posible on ES 1.1. So yes im actually starting to think it is imposible.
« Last Edit: November 03, 2011, 02:07:12 pm by ShivanSpS »

 

Offline pecenipicek

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Don't take me wrong... I like my Android tablet. It works great for surfing the web on the couch and reading ebooks with kindle. But - after the newness wears off - the only situation where you would use an Android device for gaming is when you desperately want to game and there is no other hardware option available...  however once you have gamed on your tablet for a while... you will actually realize that when you really have no other gaming options available... *gaming* is pretty much the worst way to spend your time on an Android device. ;)
You are using the damn thing for exactly the sort of thing i want to use it for. A nice little replacement for all the ****ty newspaper and books. Physical space is at a premium and i already have waaay too many books for my shelves.

Not counting the **** my parents desire to throw on my shelves either... -.-
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Offline Mongoose

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
"****ty" books?  You wound me, sir!

 

Offline pecenipicek

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
"****ty" books?  You wound me, sir!
"****ty" as in "I'VE GOT TOO MUCH OF THIS STUFF AAAAARFGLGFRLFL!!!"
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline ShivanSpS

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
OpenGL ES implementation seems more likely using the wes_gl_v2 wrapper lib thats was builded on top of OpenGL ES 2.0 to add the issing funtions of OpenGL 2.0, to act as a OGL 2.0 to OGL 2.0 ES wrapper.
its still missing several things, like gldrawbuffer, glReadBuffer, glVertex2i, matrix, anyway, so bad that the gl_wes project is abandoned now, a wrapper like that was the best chance.

 

Offline jr2

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
I get it.  So, ShivanSpS, you want to port FSO to Droid for the same reason one would make a model steam engine?  Not to accomplish any practical amount of work, per se, but just to accomplish the feat itself?

 

Offline Colonol Dekker

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
I'm really not expecting to play War in Heaven on my X10.




I'm guessing a pof viewer (even a retail detail) pof viewer is a no-go?
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Offline ShivanSpS

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
I get it.  So, ShivanSpS, you want to port FSO to Droid for the same reason one would make a model steam engine?  Not to accomplish any practical amount of work, per se, but just to accomplish the feat itself?

yeah, but as today i dont have enoght knowledge in OpenGL or OpenGL ES to do any mayor conversion, but its something ill like to do, even if takes years.

Also, i belive this is a kind of game that will play ok on mobile platforms, yeah player input on interfase will need a mayor work, and maybe some of the missions will be not ideal to play on android device, but this is still a action based game that will do ok, still i dont belive it will be possible to play at all on a 3" screen, but it will do just fine on 7".

An example of a game that its imposible to play on a mobile device is X3TC for example, not FS2.

Addicionally dont forget that ARM will start invading most of netbook market soon, Windows 8 will bring a masive amount of ARM hardware intro netbook market, so at my stimation OpenGL ES support on FS2 will be done, sooner or later, and i bet someone else will beat me to do it.

So far, what ive investigated and tryied with the FS2 code, a direct implementation of OpenGL ES 2 will take a masive ammount of time rewriting almost everything related to graphics(as expected by everyone). But if instead of using OpenGL ES directly, we try using the gl-wes-v2 OpenGL 2 to OpenGL ES 2 wrapper, the amount of work is reduced drastically in comparison.

Those are the errors that pop up at this point
Code: [Select]
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropengltnl.cpp(692): error C3861: 'glDrawBuffer': identifier not found
5>c:\fso\code\graphics\gropengltnl.cpp(696): error C2065: 'PFNGLDRAWRANGEELEMENTSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(696): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(696): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(765): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(765): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(765): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(767): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(767): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(767): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(826): error C2065: 'GL_ELEMENT_ARRAY_BUFFER_ARB' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(843): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(843): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(843): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(855): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(855): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(855): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(869): error C2065: 'PFNGLDRAWRANGEELEMENTSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(869): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(869): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(922): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(922): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(922): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(953): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(953): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(953): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(993): error C3861: 'glGetMaterialfv': identifier not found
5>c:\fso\code\graphics\gropengltnl.cpp(999): error C2065: 'PFNGLDRAWRANGEELEMENTSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(999): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(999): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(1033): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1033): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(1033): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(1038): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1038): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(1038): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(1061): error C2065: 'PFNGLDRAWRANGEELEMENTSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1061): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(1061): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(1072): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1072): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(1072): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(1078): error C2065: 'PFNGLCLIENTACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1078): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltnl.cpp(1078): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltnl.cpp(1202): error C3861: 'glFrustum': identifier not found
5>c:\fso\code\graphics\gropengltnl.cpp(1204): error C3861: 'glFrustum': identifier not found
5>c:\fso\code\graphics\gropengltnl.cpp(1324): error C3861: 'glLoadMatrixd': identifier not found
5>c:\fso\code\graphics\gropengltnl.cpp(1339): error C2065: 'GL_MODELVIEW_MATRIX' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1396): error C2065: 'GL_TRANSFORM_BIT' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1396): error C3861: 'glPushAttrib': identifier not found
5>c:\fso\code\graphics\gropengltnl.cpp(1419): error C2065: 'GL_PROJECTION_STACK_DEPTH' : undeclared identifier
5>c:\fso\code\graphics\gropengltnl.cpp(1446): error C3861: 'glPopAttrib': identifier not found
5>  gropengltexture.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropengltexture.cpp(100): error C2065: 'GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(201): error C2065: 'GL_MAX_TEXTURE_UNITS' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(373): error C2065: 'GL_UNSIGNED_SHORT_1_5_5_5_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(439): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(444): error C2065: 'GL_RGB8' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(444): error C2065: 'GL_RGB5' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(447): error C2065: 'GL_UNSIGNED_SHORT_1_5_5_5_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(456): error C2065: 'GL_UNSIGNED_SHORT_1_5_5_5_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(465): error C2065: 'GL_COMPRESSED_RGB_S3TC_DXT1_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(471): error C2065: 'GL_COMPRESSED_RGBA_S3TC_DXT3_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(477): error C2065: 'GL_COMPRESSED_RGBA_S3TC_DXT5_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(495): error C2065: 'GL_TEXTURE_MAX_ANISOTROPY_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(499): error C2065: 'GL_TEXTURE_MAX_LEVEL' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(504): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(538): error C2065: 'PFNGLCOMPRESSEDTEXIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(538): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(538): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(540): error C2065: 'PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(540): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(540): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(564): error C2065: 'PFNGLCOMPRESSEDTEXIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(564): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(564): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(566): error C2065: 'PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(566): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(566): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(676): error C2065: 'PFNGLCOMPRESSEDTEXIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(676): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(676): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(678): error C2065: 'PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(678): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(678): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(702): error C2065: 'PFNGLCOMPRESSEDTEXIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(702): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(702): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(704): error C2065: 'PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(704): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(704): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(1071): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1157): error C2065: 'GL_MATRIX_MODE' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1165): error C2065: 'GL_MATRIX_MODE' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1189): error C2065: 'GL_MIRRORED_REPEAT_ARB' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1220): error C2065: 'GL_COMPRESSED_RGB_S3TC_DXT1_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1226): error C2065: 'GL_COMPRESSED_RGBA_S3TC_DXT5_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1227): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1238): error C2065: 'GL_PROXY_TEXTURE_2D' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1240): error C2065: 'GL_PROXY_TEXTURE_2D' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1240): error C2065: 'GL_TEXTURE_COMPRESSED_ARB' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1240): error C3861: 'glGetTexLevelParameteriv': identifier not found
5>c:\fso\code\graphics\gropengltexture.cpp(1241): error C2065: 'GL_PROXY_TEXTURE_2D' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1241): error C2065: 'GL_TEXTURE_WIDTH' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1241): error C3861: 'glGetTexLevelParameteriv': identifier not found
5>c:\fso\code\graphics\gropengltexture.cpp(1244): error C2065: 'GL_PROXY_TEXTURE_2D' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1244): error C2065: 'GL_TEXTURE_INTERNAL_FORMAT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1244): error C3861: 'glGetTexLevelParameteriv': identifier not found
5>c:\fso\code\graphics\gropengltexture.cpp(1256): error C2065: 'GL_GENERATE_MIPMAP_SGIS' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1257): error C2065: 'GL_GENERATE_MIPMAP_HINT_SGIS' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1261): error C2065: 'GL_TEXTURE_COMPRESSION_HINT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1267): error C2065: 'GL_TEXTURE_COMPRESSED_ARB' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1267): error C3861: 'glGetTexLevelParameteriv': identifier not found
5>c:\fso\code\graphics\gropengltexture.cpp(1270): error C2065: 'GL_TEXTURE_INTERNAL_FORMAT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1270): error C3861: 'glGetTexLevelParameteriv': identifier not found
5>c:\fso\code\graphics\gropengltexture.cpp(1275): error C2065: 'GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1275): error C3861: 'glGetTexLevelParameteriv': identifier not found
5>c:\fso\code\graphics\gropengltexture.cpp(1289): error C2065: 'GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1289): error C3861: 'glGetTexLevelParameteriv': identifier not found
5>c:\fso\code\graphics\gropengltexture.cpp(1290): error C2065: 'PFNGLGETCOMPRESSEDTEXIMAGEARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1290): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengltexture.cpp(1290): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengltexture.cpp(1296): error C2065: 'GL_GENERATE_MIPMAP_SGIS' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1300): error C2065: 'GL_TEXTURE_COMPRESSION_HINT' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1365): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengltexture.cpp(1365): error C3861: 'glGetTexImage': identifier not found
5>  gropenglstate.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropenglstate.cpp(47): error C2065: 'PFNGLACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropenglstate.cpp(47): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropenglstate.cpp(47): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropenglstate.cpp(200): error C2065: 'PFNGLACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropenglstate.cpp(200): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropenglstate.cpp(200): error C2059: syntax error : ')'
5>  gropenglshader.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropenglshader.cpp(496): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropenglshader.cpp(498): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropenglshader.cpp(716): error C2065: 'GL_OBJECT_LINK_STATUS' : undeclared identifier
5>  gropenglpostprocessing.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropenglpostprocessing.cpp(225): error C2065: 'PFNGLDRAWBUFFERSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropenglpostprocessing.cpp(225): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropenglpostprocessing.cpp(225): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropenglpostprocessing.cpp(996): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropenglpostprocessing.cpp(998): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>  Generating Code...
5>  Compiling...
5>  gropengllight.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropengllight.cpp(309): error C3861: 'glLoadMatrixd': identifier not found
5>c:\fso\code\graphics\gropengllight.cpp(502): error C2065: 'GL_MAX_LIGHTS' : undeclared identifier
5>c:\fso\code\graphics\gropengllight.cpp(523): error C2664: 'glMaterialfv' : cannot convert parameter 3 from 'const float [4]' to 'GLfloat *'
5>          Conversion loses qualifiers
5>c:\fso\code\graphics\gropengllight.cpp(527): error C2664: 'glMaterialfv' : cannot convert parameter 3 from 'const float [4]' to 'GLfloat *'
5>          Conversion loses qualifiers
5>c:\fso\code\graphics\gropengllight.cpp(529): error C2664: 'glMaterialfv' : cannot convert parameter 3 from 'const float [4]' to 'GLfloat *'
5>          Conversion loses qualifiers
5>c:\fso\code\graphics\gropengllight.cpp(535): error C2664: 'glMaterialfv' : cannot convert parameter 3 from 'const float [4]' to 'GLfloat *'
5>          Conversion loses qualifiers
5>c:\fso\code\graphics\gropengllight.cpp(537): error C2664: 'glMaterialfv' : cannot convert parameter 3 from 'const float [4]' to 'GLfloat *'
5>          Conversion loses qualifiers
5>c:\fso\code\graphics\gropengllight.cpp(541): error C2664: 'glMaterialfv' : cannot convert parameter 3 from 'const float [4]' to 'GLfloat *'
5>          Conversion loses qualifiers
5>c:\fso\code\graphics\gropengllight.cpp(543): error C2664: 'glMaterialfv' : cannot convert parameter 3 from 'const float [4]' to 'GLfloat *'
5>          Conversion loses qualifiers
5>  gropenglextension.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropenglextension.cpp(422): error C2065: 'GL_MAX_TEXTURE_IMAGE_UNITS_ARB' : undeclared identifier
5>  gropengldraw.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropengldraw.cpp(481): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(484): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(487): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(490): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(972): error C2065: 'PFNGLMULTITEXCOORD2FARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(972): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengldraw.cpp(972): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengldraw.cpp(973): error C2065: 'PFNGLMULTITEXCOORD2FARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(973): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengldraw.cpp(973): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengldraw.cpp(1289): error C3861: 'glDrawBuffer': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1398): error C2065: 'PFNGLDRAWBUFFERSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1398): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengldraw.cpp(1398): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengldraw.cpp(1591): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1592): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1593): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1594): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1622): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1623): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1624): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1625): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1652): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1653): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1654): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1655): error C3861: 'glVertex2i': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1913): error C3861: 'glColor3fv': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1929): error C2065: 'GLUquadricObj' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1929): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1933): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1933): error C3861: 'gluNewQuadric': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1935): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1948): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1948): error C2065: 'GLU_ERROR' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1948): error C3861: 'gluQuadricCallback': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1951): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1951): error C2065: 'GLU_FILL' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1951): error C3861: 'gluQuadricDrawStyle': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1954): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1954): error C2065: 'GLU_NONE' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1954): error C3861: 'gluQuadricNormals': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1957): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1957): error C3861: 'gluSphere': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(1960): error C2065: 'quad' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(1960): error C3861: 'gluDeleteQuadric': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(2026): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2028): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2044): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2046): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2061): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2062): error C2065: 'GL_TEXTURE_COMPARE_MODE' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2064): error C2065: 'GL_DEPTH_COMPONENT32' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2103): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2105): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2113): error C2065: 'GL_TEXTURE_WRAP_R' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2115): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2202): error C2065: 'PFNGLDRAWBUFFERSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2202): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengldraw.cpp(2202): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengldraw.cpp(2282): error C3861: 'glDrawBuffer': identifier not found
5>c:\fso\code\graphics\gropengldraw.cpp(2321): error C2065: 'PFNGLDRAWBUFFERSPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengldraw.cpp(2321): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengldraw.cpp(2321): error C2059: syntax error : ')'
5>  gropenglbmpman.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>  gropengl.cpp
5>c:\fso\code\graphics\gropengl.h(278): error C2371: 'GLint' : redefinition; different basic types
5>          c:\fso\code\graphics\gl-wes\wes_gl_defines.h(202) : see declaration of 'GLint'
5>c:\fso\code\graphics\gropengl.cpp(58): warning C4244: 'initializing' : conversion from 'double' to 'int', possible loss of data
5>c:\fso\code\graphics\gropengl.cpp(528): error C3861: 'glReadBuffer': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(529): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(544): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(656): error C2065: 'GL_FOG_DISTANCE_MODE_NV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(656): error C2065: 'GL_EYE_RADIAL_NV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(657): error C2065: 'GL_FOG_COORDINATE_SOURCE' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(657): error C2065: 'GL_FRAGMENT_DEPTH' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(665): error C2065: 'GL_FOG_COORDINATE_SOURCE' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(665): error C2065: 'GL_FRAGMENT_DEPTH' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(857): error C3861: 'glReadBuffer': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(865): error C2065: 'GL_UNSIGNED_SHORT_1_5_5_5_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(867): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(911): error C3861: 'glReadBuffer': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(912): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(922): error C3861: 'glReadBuffer': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(923): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(953): error C2065: 'GL_FRONT_LEFT' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(953): error C3861: 'glReadBuffer': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(972): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1027): error C2065: 'GL_UNSIGNED_INT_8_8_8_8_REV' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1123): error C3861: 'glReadBuffer': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(1124): error C2065: 'GL_BGR_EXT' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1191): error C2065: 'GL_FILL' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1191): error C3861: 'glPolygonMode': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(1196): error C2065: 'GL_LINE' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1196): error C3861: 'glPolygonMode': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(1201): error C2065: 'GL_FILL' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1201): error C3861: 'glPolygonMode': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(1221): error C2065: 'GL_MATRIX_MODE' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1222): error C2065: 'PFNGLACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1222): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengl.cpp(1222): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengl.cpp(1237): error C2065: 'GL_MATRIX_MODE' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1238): error C2065: 'PFNGLACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1238): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengl.cpp(1238): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengl.cpp(1255): error C2065: 'GL_MATRIX_MODE' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1256): error C2065: 'PFNGLACTIVETEXTUREARBPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1256): error C2146: syntax error : missing ')' before identifier 'GL_Functions'
5>c:\fso\code\graphics\gropengl.cpp(1256): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengl.cpp(1286): error C3861: 'gluErrorString': identifier not found
5>c:\fso\code\graphics\gropengl.cpp(1324): error C2065: 'PFNWGLSWAPINTERVALEXTPROC' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1324): error C2146: syntax error : missing ')' before identifier 'GL_EXT_Special'
5>c:\fso\code\graphics\gropengl.cpp(1324): error C2059: syntax error : ')'
5>c:\fso\code\graphics\gropengl.cpp(1900): error C2065: 'GL_MAX_TEXTURE_IMAGE_UNITS_ARB' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1959): error C2065: 'GL_MAX_ELEMENTS_VERTICES' : undeclared identifier
5>c:\fso\code\graphics\gropengl.cpp(1960): error C2065: 'GL_MAX_ELEMENTS_INDICES' : undeclared identifier

So at this point im investigating what is missing on gl_wes. But that is nothing compared to what happens if you put in the OGL ES 2 libs directly.

 

Offline Luis Dias

  • 211
Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
If it's a project that "will take years", one should probably point out that ES is bound to progress, and it would be stupid if it didn't developed towards OpenGL standards. 2.0 is already 4 years old and with the new tegra and arm chips to promise "PS3 levels", this progress may not be that far off.

We should also remember the promise in ARM on actual pcs and laptops for the future. So all these devices that are fragmented in a very steep way now, they won't be so much in the future (of course, the convergence may happen in a way that is completely inappropriate and unusable for FSO).


With the "controls" in mind, I visualize something like tilting the device for joystick, one button to fire primaries, another the secondaries, and 4 or 5 that have the most important controls in mind, while letting all the other ones unused. Shields could be managed by leveraging the bar graphs, likewise with velocity. For picking up targets upfront, you could simply touch them.

Don't take me seriously, I'm just daydreaming.

 

Offline The E

  • He's Ebeneezer Goode
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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
I don't think that ES is going to go much farther than version 2. To me, it's more of a transitory standard, because as embedded GPUs get more capable, they'll probably go and implement the full OpenGL standard. Also note that ES2 is based on OpenGL3, and as such already is as flexible as you would want it to be.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Luis Dias

  • 211
Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Yes that also makes sense. More so.

 

Offline ShivanSpS

  • 210
Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
I don't think that ES is going to go much farther than version 2. To me, it's more of a transitory standard, because as embedded GPUs get more capable, they'll probably go and implement the full OpenGL standard. Also note that ES2 is based on OpenGL3, and as such already is as flexible as you would want it to be.

That will depend if they can give support to full OpenGL whiout removing OpenGL ES/OpenVG/EGL supports.
But i dont think they will, full OpenGL spec needs a good performance in float point operations, thats requieres extra hardware, and thats means extra power comsuption. Power comsuption is the main issue.

Tegra 3 is more than powerfull enoght, they could have done it there, but they did not.

But someone will have to something soner or later, since ES 2.0 is quite old, as it is based on OpenGL 2.0.

 

Offline Luis Dias

  • 211
Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Well if you see what epic is doing in the iphone 4s, they apparently have little need of better standards...

 

Offline The E

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Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
That will depend if they can give support to full OpenGL whiout removing OpenGL ES/OpenVG/EGL supports.
But i dont think they will, full OpenGL spec needs a good performance in float point operations, thats requieres extra hardware, and thats means extra power comsuption. Power comsuption is the main issue.

Tegra 3 is more than powerfull enoght, they could have done it there, but they did not.

But someone will have to something soner or later, since ES 2.0 is quite old, as it is based on OpenGL 2.0.

Shows how much you know :P

OpenGL ES 2, in its basic concepts (no fixed function pipeline, for example), is very close to OpenGL 3 already. Oh, and part of OpenGL 4 is compatibility to ES 2 (as in, ES2 is a subset of OGL4).

Updating GLES to better reflect OGL3 requires a leap in hardware capabilities that we're probably going to see in two or three generations, when Intel and AMD try to get a piece of the Smartphone/Tablet market.

OpenVG is unrelated to OGL functionality (albeit closely related); while EGL is kept up to date regularly.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline ShivanSpS

  • 210
Re: FS2 SCP and Android... (NOT GOING TO HAPPEN)
Again, Windows 8 will change that, face it, Linux cant change the world, Android is Linux, so the same applies.
Windows 8 ist even close to launch yet and Futuremark already announced a 3Dmark for ARM (and x86) and mobile platforms running Windows 8, that means it will be using OpenGL ES 2.0.

to E:

To what ive read ES 2 is based on OGL 2, i know nothing about OGL 3 or 4, so i give you that.

BTW, E you know lot more than me, you have any idea of what can expect from Windows 8 ARM? do you think they may implement Directx support using some kind of wrapper? and you know where i going with this, FSO can still use the old Directx api?
« Last Edit: November 14, 2011, 09:51:28 am by ShivanSpS »