testing opengl port

Can you test a game ported to opengl win32 branch?

thanks!

Hello

Congratulation! Good Job!

It works perfectly for me.
No problem at all, graphic+sound+performance was good.

info :
OS : Win7 32 bit
Graphic : Nvidia Geforce 9200M GS

It crash on virtual machine with WinXP (VMWare)
Of course it does not matter , its not real :smiley:

Can i ask two questions please?

~~Why you made two different setup for XP and vista/7 ? whats the difference?
~~How can i get my windows fullscreen?

Thanks,
i will let you know if i can test it on another PC.

change
eResult = (glfwOpenWindow(iPixelWidth, iPixelHeight, 5, 6, 5, 0, 16, 0, (int)u32GLFWFlags)
with
eResult = (glfwOpenWindow(iPixelWidth, iPixelHeight, 5, 6, 5, 0, 16, 0, GLFW_FULLSCREEN)

if you use full screen mode also you need to enable mouse cursos manually glfwEnable( GLFW_MOUSE_CURSOR );
you can check this guide: www.glfw.org/GLFWUsersGuide27.pdf

best regards

It works very well, I’m happy to see Cocos2D-x running stable on Windows platform
Good tips, useful for me.

Can you give us more information about this game release?

thanks

I hope release this game on a few days, all the money earned will
be used for enviromental projects…

>- I use opengl port https://github.com/honghui/cocos2d-x/tree/win32_es_2_gl
>and use GLFW_FULLSCREEN flag on CCEGLView::Create

>change
>eResult = (glfwOpenWindow(iPixelWidth, iPixelHeight, 5, 6, 5, 0, 16, 0, (int)u32GLFWFlags)
>with
>eResult = (glfwOpenWindow(iPixelWidth, iPixelHeight, 5, 6, 5, 0, 16, 0, GLFW_FULLSCREEN)

  1. I’m sorry, but where is this located?

  2. What is the advantage of using ‘OpenGL Win32’ branch instead the Cocos2D-x master release?

Thanks

Diego Abad wrote:

  • Windows XP need Installer 3.1 in order to install visual runtime distributable, and on vista and 7 have installer 3.1 and 4.5 by default.
  • I use opengl port https://github.com/honghui/cocos2d-x/tree/win32_es_2_gl
    and use GLFW_FULLSCREEN flag on CCEGLView::Create
    >
    change
    eResult = (glfwOpenWindow(iPixelWidth, iPixelHeight, 5, 6, 5, 0, 16, 0, (int)u32GLFWFlags)
    with
    eResult = (glfwOpenWindow(iPixelWidth, iPixelHeight, 5, 6, 5, 0, 16, 0, GLFW_FULLSCREEN)
    >
    if you use full screen mode also you need to enable mouse cursos manually glfwEnable( GLFW_MOUSE_CURSOR );
    you can check this guide: www.glfw.org/GLFWUsersGuide27.pdf
    >
    best regards

Thank you man!
I really appreciate you sharing information.
I found GLFW is very easy to use and good choice.

I wish success for you and your game.

I just released your post in another topic :

You said :

  • wave effects doesnt work
  • custom ttf fonts doesnt work

Its because those features are based on RenderToTexture and it does not work too.

You can fix it by adding below codes to CCConfiguration::getGlesVersion() function :

#if (CC_TARGET_PLATFORM = = CC_PLATFORM_WIN32)
return GLES_VER_2_0;
#endif
>
Add it before this part :

< < Put Code Here > >………
………
>
#if (CC_TARGET_PLATFORM = = CC_PLATFORM_LINUX)
return GLES_VER_2_0;
#else
return GLES_VER_INVALID;
#endif
>
Then RenderToTexture and wave effects will work

Best Regards

I tried it on Visual Studio 2008, building the tests program with the FULLSCREEN option on the OpenGL port version with the guide on this post.
We got it successfully compiled and running, test out that :

  1. Wave effects work
  2. But the TTF Fonts doesn’t work. Thus the menu on the tests program is not showing up properly.

But then we revert back to windowed mode, everything is fine, menu showed perfectly and wave effect works.

Any idea on how is the text menu not showing up well? We need to get the fullscreen mode working.

Thank you

i Boy wrote:

I just released your post in another topic :
>
You said :

  • wave effects doesnt work
  • custom ttf fonts doesnt work
    >
    Its because those features are based on RenderToTexture and it does not work too.
    >
    You can fix it by adding below codes to CCConfiguration::getGlesVersion() function :
    >
    > #if (CC_TARGET_PLATFORM = = CC_PLATFORM_WIN32)
    > return GLES_VER_2_0;
    > #endif
    >
    Add it before this part :
    >
    > < < Put Code Here > >………
    > ………
    >
    > #if (CC_TARGET_PLATFORM = = CC_PLATFORM_LINUX)
    > return GLES_VER_2_0;
    > #else
    > return GLES_VER_INVALID;
    > #endif
    >
    Then RenderToTexture and wave effects will work
    >
    Best Regards

Hello

I am new to cocos2D-x … before I was using cocos2d under iOS.
Add as I want to make project under iOS/Android/Windows I am looking at cocos2d-x.
I looking to a solution to have fullscreen support under Windows.
And this post seems to be the best to find a solution but there is someting I did not understand :

  • there is no fullscreen support in the master branch of cocos2d-x ?
  • there is another branch which use a different implementation of OpenGL and in this branch fullscreen support is available ?

Am I right or did I missed something ?
Is there any chance that this branch will be merged in the master branch ? Because I prefer to use the same branch for also OS.

Thanks

Nicolas

No, win32 is just to debug.
So it create the same size as phone, you can create what size you want.
And as the same reason, it uses opengl es lib, no using opengl.