Games compilation howto on the Pinebook-pro (Manjaro Linux and Debian native)
#96
(04-01-2020, 11:48 AM)astr0baby Wrote: installing alephone-20120514nb3...

That's quite an old version of Aleph One. Newer versions have much better mouse handling, and support newer data files with higher resolution textures.


A couple of days ago my patch for Aleph One landed in Mesa, so it's now possible to play it with the OpenGL renderer.

(04-03-2020, 02:30 AM)Idaho Wrote: Edit2: I've put the rendering options to software in the game and there's no lagging anymore, the opengl options make things laggy, so I guessmy driver issue suspicions were right, do you think the p I blem is on my end or with the package??

yquake2 doesn't use OpenGL very efficiently, and draws triangles two or three at a time, rather than batching them and drawing hundreds at once.

Desktop graphics cards can handle this fine, but for mobile GPUs the overhead can be high.

Although it would be possible to have batching in Mesa, that has not been implemented yet. However, gl4es, a translation library from desktop OpenGL to GLES, incorporates a batching mode that works well with yquake2.

Compiling gl4es isn't that hard:

Code:
$ git clone https://github.com/ptitSeb/gl4es
$ cd gl4es
$ mkdir build
$ cd build
$ cmake .. -DCMAKE_BUILD_TYPE=Release
$ make -j6

Then, to run yquake2:

Code:
$ LD_LIBRARY_PATH=/path/to/gl4es/build/lib:"$LD_LIBRARY_PATH" LIBGL_BATCH=5 quake2
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RE: Games compilation howto on the Pinebook-pro (Manjaro Linux and Debian native) - by icecream95 - 04-03-2020, 08:45 PM

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