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glesjs's Issues

android_native_app_glue.h: No such file or directory error

First of all, thank you for this great project. With a little more work, this could be a killer project and a great complement to Ejecta.

We have found several bugs we would like to debug. However, when building this project straight from the repo, we get the following error:

main.cpp "android_native_app_glue.h: No such file or directory"

This is the same error mentioned in this post:

http://www.html5gamedevs.com/topic/7501-wip-glesjs-opengl-es-bindings-for-js-aka-fast-webgl-for-android/?do=findComment&comment=123482

We probably will need this to rebuild libgles.js to fix the audio bug described here:

http://www.html5gamedevs.com/topic/7501-wip-glesjs-opengl-es-bindings-for-js-aka-fast-webgl-for-android/?do=findComment&comment=124938

(And also to implement video element which we need).

Please give some suggestions how to get build working.

Note: we can successfully build Bdr76's project from here but it has no audio (nor video, of course):

https://github.com/BdR76/GLES.JS-Android-Studio-project

Scaling in Phaser does not work

The following code in Phaser does not work. The standard Phaser tutorials look tiny in the bottom left corner of a mobile phone or tablet and need to be scalable to fill the whole screen.

game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.setScreenSize( true );

Phaser, Ionic and gles.js

Hi man,

Is possible to improve my template IonPhaser using gles.js?
If is possible, do you want work with me? (Create more examples to sell in the store ๐Ÿ‘ฏ)

Regards, Nicholls

Working pixi.js version?

Anyone knows which exact pixi.js version is compatible with this? I'm having problems with master and latest v4.

source of the examples

Can you please share the source code of the pixi examples shared here: (http://tmtg.net/glesjs/). Are they working in webview? Also i want to update the code for latest opengl es and pixijs. How should i go about it?

The fate of the project

Is this project abandoned?
Can you find out why? Faced with some difficulties or found a better alternative?

Without red channel

I try find which version of phaser work with glesjs. Same way as pixijs old phaser in example still working. Expect one error : alll graphics looks in wierd blue.
screenshot_2015-09-16-10-41-18
tested on Samsung galaxy trend plus : GT-S7580 .. android : 4.2.2

this error also present with pixijs but is not every times.

three.js example?

Nice job, looks really interesting!

I did a quick test with three.js and a simple cube as a test. It seemed to compile fine, but it just exits when I test on a device. (Not really used to android development , so have not debugged).

So I was wondering if it should work, and/or if there are any examples that I could look at?

Thanks!

libv8_libbase.arm.a is a thin archive

Great project, but I can't build the libglesjs.so file and I think it is because the libv8_libbase.arm.a contains references to object files on your personal disk rather than the actual object code. Please check this. Thanks.

Examples throw OpenGL error in onSurfaceChanged

Hi,
Good job on glesjs first of all. I can see some improvements happening in some places, but it's quite cool as it is! It performs much better than a regular WebView.
Here to file a bug report: I run one of your basic examples (the bunnies) with the latest master revision, nothing altered. I notice it throws an OpenGL error (1282, I haven't found exactly where yet, can investigate further).
This is problematic for me, as in my own application it seems the bug leads to rendering trouble.
I figure the problem is in the Javascript code, so I will try another example as well.

Edit:
Just now found the source of the problem in GlesJSLib.onSurfaceChanged(width, height);
Could this be caused by changes in revisions of html5.js?

Notably the examples run fine when ignoring the examples, but when I integrate glesjs in my own project it causes problems (because of the error).

Cheers,
Kaj

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