2026-03-22T00:04:52 <.hyojason> Wow, super nice! Also excited for OpenXRay. It means STALKER on mobile, right? 2026-03-22T00:31:22 Osg is not changing much 2026-03-22T00:34:04 Ok perfect, obviously new things will be added I just want a resonate baseline 2026-03-22T00:45:59 If you want to use that newer ng-gl4es there are changes to openmw patches, some new changey but also some not needed anymore. https://github.com/Sisah2/openmw-android/tree/New/buildscripts/patches/openmw 2026-03-22T00:48:17 Also moved most of shader changes to this function in launcher, so it can modify custom core shader mods, its ugly, but get its job done. That all because of that crash when defines are changed, if that get fixed this will be not needed. https://github.com/Sisah2/openmw-android/blob/4b16765bec7427b733c31bf806865f02fc4fd96d/app/src/main/java/ui/activity/GameActivity.kt#L72 2026-03-22T00:59:09 I'll start on this Monday. I'll show you what I come up with before I submit anything. Just on the off chance it gets merged and breaks anything for us 2026-03-22T01:38:29 I thibk that changes in texture.cpp are not needed anymore, they were here just to dont throw glerrors in log. Except that size *= -1; thing, which is hack to get what is last mipmap uploaded in gl4es, would like to remove it, but it then cause issues with some textures, like black rain. 2026-03-22T01:42:02 Can't be moved to ng-gl4es? 2026-03-22T01:42:34 That -1 thing probably not 2026-03-22T01:43:22 Depend how base and max level is set, im not sure 2026-03-22T01:43:39 The atomic osg thing is strange, if you don't patch it you drop into gcc builtins and then random crashes 2026-03-22T02:49:17 It's ironic that Google's angle implementation works with acceptable FPS on MTK G99, just like unity Vulkan implementation on mtk. And all those crappy open-source projects with native Vulkan implementations lag like hell. Although it's not surprisingβ€”these open-source projects I tested simply don't have the money for a proper Vulkan implementation, so they just wrote it broken and poorly, that's all. 2026-03-22T02:50:06 If the screenshots are from the mobile version, then it probably makes sense that yes 2026-03-22T03:57:02 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T03:58:06 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T03:59:51 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:01:04 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:01:22 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:03:04 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:03:23 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:04:18 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:04:58 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:05:39 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:06:36 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:07:34 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:08:29 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:11:27 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:11:46 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:14:33 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:15:14 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:15:28 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:16:58 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:17:12 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:18:34 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:20:32 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:20:45 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:21:14 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:22:00 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:22:21 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:23:18 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:24:19 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:24:45 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:25:10 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:26:48 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:27:20 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:28:15 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:28:39 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:29:03 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:29:31 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:31:41 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:32:35 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:33:27 *** ChanServ sets mode: +v OpenMW-bridge1 2026-03-22T04:34:18 *** OpenMW-bridge1 is now known as OpenMW-bridge 2026-03-22T04:34:30 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:36:36 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:38:15 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:38:35 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:39:36 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:40:06 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:40:35 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:41:13 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:43:22 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:44:03 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:44:22 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:46:11 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:46:53 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:47:42 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:48:20 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:48:40 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:49:22 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:49:51 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:50:44 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:52:38 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:53:14 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:54:05 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:54:26 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:55:14 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:55:53 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:56:41 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T04:57:16 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T05:30:42 https://github.com/libsdl-org/SDL/issues/10279 https://github.com/libsdl-org/SDL/issues/14173 And I thought why I have black screen with sdl render Even with angle emulation in doomrpg1 It is simple Because vulkan simply broken in sdl render So, won't fix for games like doomrpg1 and vanilla conquer It will use always native gles driver 2026-03-22T05:35:30 But angle is es driver, what it have to do with sdl vulkan backend? 2026-03-22T05:47:28 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T06:28:56 Tried with openmw still crashing at launch, curious if there is something more to do than just point to the angle libraries. 2026-03-22T06:30:25 Native crash log giving you anything? 2026-03-22T06:30:51 Logcat would probably show something 2026-03-22T06:35:24 null pointer dereference backtrace: #00 pc 00000000001ea464 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libng_gl4es.so (BuildId: de89378b197cf0dbcd7766a84c6a98b22369ba51) #01 pc 00000000001ea8c4 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libng_gl4es.so (glGetString+432) (BuildId: 2026-03-22T06:35:24 de89378b197cf0dbcd7766a84c6a98b22369ba51) #02 pc 0000000005355de0 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libopenmw.so (osg::State::initializeExtensionProcs()+100) (BuildId: 238e6e1669bd785d5f0c71fcad70347054f5bcc0) #03 pc 00000000052ca610 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libopenmw.so 2026-03-22T06:35:25 (osg::GraphicsContext::makeCurrent()+52) (BuildId: 238e6e1669bd785d5f0c71fcad70347054f5bcc0) #04 pc 000000000511f388 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libopenmw.so (osgViewer::Viewer::realize()+384) (BuildId: 238e6e1669bd785d5f0c71fcad70347054f5bcc0) #05 pc 0000000003a654f8 2026-03-22T06:35:25 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libopenmw.so (OMW::Engine::createWindow()+2960) (BuildId: 238e6e1669bd785d5f0c71fcad70347054f5bcc0) #06 pc 0000000003a66490 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libopenmw.so (OMW::Engine::prepareEngine()+404) (BuildId: 238e6e1669bd785d5f0c71fcad70347054f5bcc0) #07 pc 2026-03-22T06:35:26 0000000003a68718 /data/app/~~kLD0zvmAhiIg-4Teg1fahA==/is.xyz.omw_nightly.debug-0n646hj6yaDbQPbrN58oXw==/lib/arm64/libopenmw.so (OMW::Engine::go()+704) (BuildId: 238e6e1669bd785d5f0c71fcad70347054f5bcc0) 2026-03-22T06:36:16 Ng log look fine it picked the extensions no error, openmw dont get far thought 2026-03-22T06:53:39 You're obviously patching osg or is the linked in ng-gl4es instead? 2026-03-22T07:12:17 Its just env variable for ng where you point it to angle libraries. 2026-03-22T07:12:28 LIBGL_GLES=libGLESv2_angle.so LIBGL_EGL=libEGL_angle.so 2026-03-22T07:14:12 Maybe SDL should be pointed to that too? Its creating gles context inside openmw code. 2026-03-22T07:17:13 You loading the library in EngineActivity? 2026-03-22T07:18:13 Shouldn't need it but sdl may block if it's not told about it. With vsgopenmw I had to load the Vulcan library or sdl wasn't happy 2026-03-22T07:20:18 Not loading it at all ng is doing it LIBGL_GLES=libGLESv2_angle.so LIBGL_EGL=libEGL_angle.so SDL_VIDEO_GL_DRIVER=libGLESv2_angle.so SDL_VIDEO_EGL_DRIVER=libEGL_angle.so This launched πŸ™‚ 2026-03-22T07:21:32 Just add those libraries and add those env variables 2026-03-22T07:22:24 No crash ingame as i had with system wide angle, cool 2026-03-22T07:26:56 Should probably bring shadows for older devices 2026-03-22T07:28:24 Also curious how GL_ANGLE_texture_compression_dxt3 2026-03-22T07:34:27 How's performance 2026-03-22T07:35:16 With very fast check i got 55 with angle 60 with native 2026-03-22T07:35:22 Need more checking 2026-03-22T07:35:45 Wait would this allow openmw shadows or still need yours? Idk if we even still use yours do we? Lmao 2026-03-22T07:35:55 I've been out of the loop too long 2026-03-22T07:35:57 Not anymore 2026-03-22T07:36:14 So it's just openmw shadows then. Awesome 2026-03-22T07:36:25 Less to maintain 2026-03-22T07:36:45 That's exciting 2026-03-22T07:36:53 Yeah, that postprocess depth hack is also not needed with new gles 2026-03-22T07:37:51 That shadows pcf setting was custom that should be removed, there are better shaders for that now 2026-03-22T07:37:53 I'll spend a weekend going over all this. I already switched to your ng-gl4es instead of my own. 2026-03-22T07:39:20 Are you going to use the libraries or build them every time 2026-03-22T07:46:31 I probabl, steal sandstranger ones @sandstranger can i? Or try to put my system one, i dont want to compile it myslef, my pc is still on ubuntu 18, prabably cant even πŸ˜„ 2026-03-22T07:46:49 Maybe 16 : 2026-03-22T07:48:45 πŸ‘€ 2026-03-22T07:48:55 Oh that's right, you can't update java too far can you 2026-03-22T07:49:45 I dont know, but was forced to update cmake and python manually, should switch between them manually in some cases πŸ˜„ 2026-03-22T07:50:18 I think I remember you trying java 17 and couldn't 2026-03-22T07:50:25 I could be wrong though 2026-03-22T07:51:05 If so i dont remember 2026-03-22T07:51:13 You need one of those buy me a coffee buttons on your github 2026-03-22T07:52:15 For the cost of one coffee a day you can support sisah making openmw for android 2026-03-22T07:52:20 Lol 2026-03-22T07:52:31 I'll biy you guys a fkn Starbucks. 2026-03-22T07:52:36 I actually have second notebook, still crap but at least 2x faster, but im lazy to install the env here. 2026-03-22T07:53:01 It was also smashed to ground once, that chasi is broken πŸ˜„ 2026-03-22T07:53:02 Have you tried dex yet? 2026-03-22T07:53:12 I think you'll love it 2026-03-22T07:53:28 I definitely do 2026-03-22T07:53:36 Its long time, i have even that dex docker, that first ine with fan, but not using it. 2026-03-22T07:53:54 I don't have the dock at all 2026-03-22T07:53:55 It can be wireless now 2026-03-22T07:54:01 Just a USB c hub 2026-03-22T07:54:10 With hdmi 2026-03-22T07:54:11 Yeah, with fan πŸ˜„ 2026-03-22T07:54:37 Well that would maybe make things a bit easier for you lol 2026-03-22T07:55:12 Nah maybe with linux on dex, but that was cancelled. 2026-03-22T07:55:27 Termux on dex, then install proot 2026-03-22T07:55:29 Easy 2026-03-22T07:55:57 Performance is great. And you'd have git, etc 2026-03-22T07:56:14 Linux on dex had potential, some money thrown to it 2026-03-22T07:57:22 Still can openmw be build on arm64 linux? πŸ˜„ 2026-03-22T07:57:39 Maybe yes 2026-03-22T07:57:49 I build it in termux before 2026-03-22T07:58:03 Like a year ago 2026-03-22T07:59:05 Back then you could add 3d acceleration using gl4es but I never figured it out 2026-03-22T08:00:01 So you could build and launch openmw in termux, which is why I was trying to add termux to the launcher but meh 2026-03-22T08:03:45 Even that apk itself was buildable? Libraries itself probably can, without cross compiling 2026-03-22T08:04:15 You can definitely use gradlew. But I think it was a bit involved 2026-03-22T08:04:31 I remember building kernel directly on phone then using it, no cross compiling, no android ndk 2026-03-22T08:04:39 It worked 2026-03-22T08:04:52 I don't remember if I built an apk or not. Termux has ndk built in 2026-03-22T08:05:43 Yea like you're just compiling, not cross compiling 2026-03-22T08:08:44 You need to change sdl2 code for working angle 2026-03-22T08:09:03 He got it working 2026-03-22T08:09:23 Just the env vars 2026-03-22T08:10:02 Is enought i mean 2026-03-22T08:10:10 For openmw 2026-03-22T08:11:18 Doom2 rpg shows broken textures with angle I find because it is connected with latest ng gl4es changes After some time google with change all gles 3.x driver to angle in firmwares So will find reason why textures black 2026-03-22T08:13:26 Angle have its own dxt handling, not that one new snapdragons have, it may be it and mipmaps, thats still issue if they are not complete. 2026-03-22T08:13:48 LIBGL_DXT=1 fix it? 2026-03-22T08:14:06 Does it use DXT? 2026-03-22T08:14:27 Is angle gonna help with lots of things or is it mostly just shadows? 2026-03-22T08:15:00 Nah Doom 2 rpg does not use dxt With old ng gl4es commits it is workg fine 2026-03-22T08:16:51 It must be some format/internalformat/type conversion then i guess 2026-03-22T08:17:40 Can i use your angle libraries? Would like to put them in. 2026-03-22T08:18:11 And see what it do πŸ˜„ 2026-03-22T08:25:05 It depend on device and available extensions 2026-03-22T08:28:20 I'm just wondering if this means more patches removed lol 2026-03-22T08:28:43 There is not much in my opinion, shadows will work probably, angle dxt handling is unknown, then maybe 32f renderable textures support, depth_clamp is used for water too to prevent visual bug when you are very close to water surface, maybe others 2026-03-22T08:29:04 I'm starting to really hate patches 2026-03-22T08:29:08 Not actually gl4es is above that 2026-03-22T08:29:57 If you make openmw devs to drop its own define system and use osg there will be just few lines change πŸ˜„ 2026-03-22T08:30:24 That won't happen lol 2026-03-22T08:31:16 That's why I was so excited when the Vulcan port worked, there were no patches except that flip one 2026-03-22T08:32:38 ? 2026-03-22T08:40:49 Why ask It is open source Of course you can I am always using others code without asking I do not care about it 2026-03-22T08:41:29 Good thanks, its somehow "woke" asking πŸ˜„ 2026-03-22T08:41:48 I started to use others code after a squabble with the GZDooM developers 2026-03-22T08:47:55 Angle with combination with spirv shaderconv will really narrow the differences between older devices and recent snapdragons 2026-03-22T08:48:35 Most things will work, im sad for zesterer volumetrics on spirv, but most of them work fine then 2026-03-22T08:49:09 There is a lot to test recently 2026-03-22T08:53:46 Next week I may work on that int to float conversion 2026-03-22T08:54:05 That would make things less annoying 2026-03-22T08:55:23 Thats wery complicated, spirv handle that thought 2026-03-22T08:55:40 I was gonna LLM that 2026-03-22T08:56:08 And if it's not too big then we could look it over 2026-03-22T08:56:41 You will need to analize that whole shader and determine what is integer and what is float and ... its insane 2026-03-22T08:56:48 Spirv works mostly 2026-03-22T08:57:22 Zesterer clouds is sad thing, but otherwise work well 2026-03-22T08:57:47 Its more sad that it was changed to work even on old gl4es on es 2.0 2026-03-22T08:57:48 They don't work at all 2026-03-22T08:57:58 ? 2026-03-22T08:58:20 It compile, but its buged 2026-03-22T08:58:32 Ok 2026-03-22T08:58:53 I'm just starting to read shaders, so idk what I'm looking at really 2026-03-22T08:59:39 Its just math, no strings etc. Input output and math πŸ˜„ i read it somewhere 2026-03-22T09:00:38 Color calculations 2026-03-22T09:01:19 Each run of fragment shader determine color of single pixel on screen 2026-03-22T09:01:49 Or afterward use 2026-03-22T09:04:39 It would be cool to have core shaders in gl #version 300+ or modify my shaderconv for that, then can use spirv to convert to es. 2026-03-22T09:05:10 Currently spirv is usefull only for postprocessing shaders 2026-03-22T09:05:59 So older devices may struggle with core shaders mods. 2026-03-22T09:07:45 If you edit the shader does that show up in real time? 2026-03-22T09:07:54 Like using a text editor 2026-03-22T09:11:38 There is lua command for it i think (for core shaders) for postprocess toggling that postprocess gui off/on will relad them 2026-03-22T09:13:45 Ok 2026-03-22T09:13:56 Arx fatalis lags with angle on mtk Others games works fine 2026-03-22T09:14:49 Do not care about fps in doomrpg series because it's a turn-based game 2026-03-22T09:30:11 Interesting why very low fps in arx fatalis Very simple gl4es fixed pipeline shaders used An good fps on adreno 2026-03-22T09:31:25 I tried to use different sdl flags But nope Did not help 2026-03-22T09:34:03 Maybe gles context problem? To use gles 3.0 or even 2.0 2026-03-22T09:39:07 https://www.reddit.com/r/linuxsucks/s/6ZMbsHr4PU 2026-03-22T09:39:17 That's why I am not using Linux 2026-03-22T09:40:21 It may be some function often used and not very well working with angle, i remember with xclipse it was wild, some stuff worked better, some really bad. 2026-03-22T09:41:40 Like i had working shadows in duke nukem from beloko, but precission issues with geometry, perf was really weird on that 3 generation leap, sometimes better sometimes worse, it was game from game difference. 2026-03-22T09:42:24 But its few years back 2026-03-22T09:44:27 Also regullar gl4es was used at that time 2026-03-22T09:46:17 Oh O see I will try to use gles 2.0 from old gl4es with angle on mtk Will see about it 2026-03-22T10:01:16 Windows isn't going to escape this 2026-03-22T10:01:50 Ng still have opTion for es2.0 LIBGL_ES=20 but a lot of checks is missing, it more count with es 3x 2026-03-22T10:05:41 But there is some xhangey ro it in ng it seems. This dont make much sense loaded libGLESv2.so loaded libEGL.so Using GLES 3.x backend Real GLES major version: 3 2026-03-22T10:06:26 That last message is some ng change 2026-03-22T10:16:29 <.hyojason> Hi guys. When I explore, the local map doesn't update unless I save and load. I follow the I Heart Vanilla DC modlist, but what could be the issue? I am also using Sisah's latest version of OpenMW, if that matters. 2026-03-22T10:17:23 How much do you weigh 2026-03-22T10:20:31 I'm 95 2026-03-22T10:27:37 I think thats happening on pc too sometimes 2026-03-22T10:29:39 <.hyojason> πŸ€” 2026-03-22T10:44:59 There its cooking build with angle and multithread astx conversion, missing kram affinity patch but should be much faster conversion even without that. https://github.com/Sisah2/openmw-android/actions/runs/23401325901 2026-03-22T10:46:23 May be even faster without it (probably not), will try πŸ˜„ 2026-03-22T10:47:19 Multithread was kotlin side or kram changes? 2026-03-22T10:47:40 Korlin side, (doing 8 textures at once) 2026-03-22T10:48:17 But that affinity is disabled inside kram, too lazy to redo that patch today 2026-03-22T10:49:43 The changes are commit before this, i didnt added angle libraries in that 2026-03-22T10:52:24 May also need that es 3.1 context for old devices as sandstranger said thats not in currently, will need openmw change and ng probably too. 2026-03-22T10:52:49 3.2 context is used 2026-03-22T10:53:18 Didn't you say this should be disabled? 2026-03-22T10:54:38 I said what you think about this comment πŸ˜„ https://github.com/Duron27/kram/blob/9d56562e880ec90d3e5ef7b7578c11654d7cf3d0/libkram/kram/TaskSystem.h#L132 2026-03-22T10:54:41 I need to disable it in mine and see if it does anything 2026-03-22T10:55:28 I think i got in single thread/one by one from 14-15 to 12-13 2026-03-22T10:55:57 Oh idk 2026-03-22T10:55:58 With this and multithread the same work is done in 4-5 2026-03-22T10:56:13 Yea is nice 2026-03-22T10:56:22 This build is multithread without this, will see. 2026-03-22T10:58:56 Its that kram is also multithreaded conversion i think, how it play with multiple textures conversion at once is question. 2026-03-22T11:08:01 It will be slower without that affinity i guess, but will try after this compile. 2026-03-22T11:08:38 Still much faster than previous build that did it one by one 2026-03-22T11:09:30 Also increased default quality to 75% and 8x8 block size 2026-03-22T11:10:04 Thats 2bpp still 2x smaller than dxt1 4x smaller than dxt3/5 and look quite good. 2026-03-22T11:11:29 16x smaller than uncompressed/software decompression 2026-03-22T11:13:19 I hope mine works out. I couldn't really check your changes on my phone but I'll do whatever with kram and see 2026-03-22T11:16:09 Linux users from OpenNet told that they so free, while Windows users are slaves. In fact, the slaves are the Linux users from OpenNet themselves. And it's not the slaves who use FreeBSD. 2026-03-22T11:17:40 this is why linux users from opennet hate freebsd so much 2026-03-22T11:17:51 Idk anything about that 2026-03-22T11:18:10 Think angle should be an option or permanent? 2026-03-22T11:18:29 Option for sure 2026-03-22T11:18:40 OpenNet is a toxic Linux community Which hates everything around it And even hates ithemselves 2026-03-22T11:29:39 You could use your gl extension check to do it also if you wanted 2026-03-22T11:31:24 Can do if depth_clamp is not supported then enable angle or at least if shadows are enabled, but it have performance impact, better as a option for now at least for testing 2026-03-22T11:31:43 Ok 2026-03-22T11:32:59 Shadows setting should be always enabled if angle option is checked in this build, hopefully πŸ˜„ 2026-03-22T11:33:00 In gonna try your release on my note 10 lol 2026-03-22T11:35:47 Which vulkan version note 10 have? 2026-03-22T11:36:21 Sandstranger said that for 3.2 it need more thatn 1.1 curious about that 2026-03-22T11:36:33 Can downgrade it 2026-03-22T11:37:54 https://cdn.discordapp.com/attachments/1230952265993556030/1485241102175834142/Screenshot_20260322-073739_OMW.jpg?ex=69c12611&is=69bfd491&hm=21999909cd6b8febc42616f63c986d9a1b498eec774bfd405e7cdf69a31cacc4& 2026-03-22T11:37:59 I'm not sure lol 2026-03-22T11:40:07 Must be my Vulcan version 2026-03-22T11:42:34 Its probably that both openmw and ng have env option for that, but just 1/2/3 3 is 3.2, need to change that i guess 2026-03-22T11:43:44 Its this https://github.com/Sisah2/openmw/blob/2c4f5fb56f0b1a5466f6d88e08cfbb1cfe193c2a/components/sdlutil/sdlgraphicswindow.cpp#L116 2026-03-22T11:44:40 OPENMW_GLES=3 create es 3.2 context, need to change it to support 30 (3.0) 31 (3.1) 32 (3.2) 2026-03-22T11:45:10 On ng side it probably doesnt matter 2026-03-22T11:46:01 Ok, I need to go to bed but I'll ask you about it later so I can add it 2026-03-22T11:53:42 May need also shaderconv changes then πŸ™ they are converted to #version 320, but thats just simple change 2026-03-22T11:53:53 Need 310 then 2026-03-22T11:56:13 *** ChanServ sets mode: +v OpenMW-bridge 2026-03-22T11:56:44 <.hyojason> πŸ€” https://github.com/Sisah2/openmw-android/actions/runs/23401325901 2026-03-22T11:56:50 <.hyojason> should i update my game to this version now? 2026-03-22T12:09:49 I changed all sources to gles 3.1 it is working now on vulkan 1.1 on adreno and mtk do not try gles 3.2 if you have vulkan 1,1 driver 2026-03-22T13:19:51 this is why sdl render crashes or shows black screen in doom rpg it is expected to cache shaders but custom angle build print this message GL performance: HIGH: EGL blobcache multifile is not enabled. and busted sdl render works only with system angle because it has access to blobcache multifile well, again, wont fix 2026-03-22T13:20:09 https://github.com/google/angle/commit/a271d4db7d0a5ff765360bc329118e9178efafab 2026-03-22T16:46:00 I completed angle support in all ports will release it soon and after that will move to unity if need all code can be used in omw 2026-03-22T16:49:59 We'll definitely use anything that helps 2026-03-22T16:59:24 Duron can you try OPENMW_GLES_VERSION=2 on that build? Just to see if it launch with angle 2026-03-22T16:59:57 I did this, hope this help, but its still compiling https://github.com/Sisah2/openmw-android/commit/0b9f6f957e6acc32a1f63bd4abf592878d80cb8b 2026-03-22T17:00:23 I'll add it 2026-03-22T17:01:40 Works 2026-03-22T17:01:52 Cool 2026-03-22T17:02:43 This use es2 context, weird it work fine, that commit use 3.1 by default 2026-03-22T17:03:30 Hmm crashes when I load in 2026-03-22T17:03:38 Before it wouldn't even load 2026-03-22T17:03:56 Like once the land renders it crashes 2026-03-22T17:05:15 https://cdn.discordapp.com/attachments/1230952265993556030/1485323485319401573/openmw.log?ex=69c172ca&is=69c0214a&hm=887aba391f99546ab3e1c6040b65ff5dce2249672fef7997e32969f5cc55167e& 2026-03-22T17:05:19 It's odd 2026-03-22T17:06:35 If I disable angle there's no issues 2026-03-22T17:06:46 How can I see what Vulcan version I have? 2026-03-22T17:10:21 Hmm, i had that crash with system wide angle i think 2026-03-22T17:11:00 I use glView apk that show info and extensions 2026-03-22T17:11:51 GLview Extensions Viewer on google play 2026-03-22T17:13:19 Its different crash there are shader errors 2026-03-22T17:13:29 https://cdn.discordapp.com/attachments/1230952265993556030/1485325555175002132/Screenshot_20260322-131211_GLview.jpg?ex=69c174b8&is=69c02338&hm=a979a9231454eb1eb430f7c319585974dc7d5b8bbf77eb5918c9e9e44b4e177f& 2026-03-22T17:13:29 https://cdn.discordapp.com/attachments/1230952265993556030/1485325555535446126/Screenshot_20260322-131318_GLview.jpg?ex=69c174b8&is=69c02338&hm=38d39912fc41d0f66ee41475cf670879f442dbc29fbc91e265aec520fb1a9f16& 2026-03-22T17:13:34 Vulcan 1.1 2026-03-22T17:13:45 unsupported shader version 2026-03-22T17:14:10 Gonna be hard to support all things 2026-03-22T17:14:20 Weird it work here, but es 3.1 context will probably fix that. 2026-03-22T17:14:45 Try this 2026-03-22T17:14:50 https://github.com/Sisah2/openmw-android/actions/runs/23407208596 2026-03-22T17:14:55 Without any env var 2026-03-22T17:19:50 I also donngraded in all ports gles from gles 3.1 to 3.0 for better angle support 2026-03-22T17:19:54 https://cdn.discordapp.com/attachments/1230952265993556030/1485327169352892446/image0.jpg?ex=69c17639&is=69c024b9&hm=d121c8ac0c5186d51cfd5f6eeabd673a334373a9ad75990222f686046e1e28b6& 2026-03-22T17:20:54 And with the env it's instant crash 2026-03-22T17:29:16 It should be 20 for es2 30 for 3.0 31 for 3.1 and 32 for 3.2, but to try 30 it need to change shader version in ng-gl4es, i will try 3.0 then 2026-03-22T17:32:14 So one more test, when this compile with OPENMW_GLES_VERSION=30 cant go lower 2026-03-22T17:32:37 Want me to try that env? 2026-03-22T17:32:45 https://github.com/Sisah2/openmw-android/actions/runs/23407208596 2026-03-22T17:33:28 You can, but probably end with that shader error again as it use #version 310, changed it to #version 300 in this new build 2026-03-22T17:35:16 20, 30, 31 and 32 are possible settings rest force es 1.1 which is insta crash 2026-03-22T17:36:20 The env didn't help, still context error 2026-03-22T17:39:25 But 20 launch right? 2026-03-22T17:41:39 Yep but must be shader errors since it crashes loading in 2026-03-22T17:42:22 I think angle cant support more than es 2 on your device OpenGL Renderer: Adreno (TM) 640 | ANGLE | Vulkan 1.1.128 | OpenGL ES 2.0 2026-03-22T17:42:53 For me it write OpenGL Renderer: Adreno (TM) 830 | ANGLE | Vulkan 1.3.284 | OpenGL ES 3.2 2026-03-22T17:43:33 Even if forcing es2 so this is some feature log 2026-03-22T17:44:29 Will need shaderconv that use #version 120 as old gl4es one and stick to es2 i guess 2026-03-22T17:47:19 Yea I think (If I'm understanding correctly) this isn't really for newer phones since you don't need it, so older phones need that. Does that mean lowering it for older phones limits you on newer ones? 2026-03-22T17:51:29 angle support depends from how bad vulkan driver I downgraded vulkan driver to 1.1 on my adreno 8+ gen 1 because I have root but still have gles 3.2 render angle support when on mtk g99 with vulkan 1.1 driver have only gles 3.1 render angle support this is why I downgraded all render code to 3.0 2026-03-22T17:53:50 I think the only sane thing that can help duron is turnip, as downgrading to es2 just because of angle is not a go. 2026-03-22T17:54:49 Does angle have some build flags or something to increase compatibility? 2026-03-22T17:56:17 Its supposed to help older or not very advanced drivers to add more features, but seems that older devices cant even use it for es 3 2026-03-22T17:56:46 Depends on vulkan driver 2026-03-22T18:01:16 Turnip would brink vulkan 1.4 to snapdragon devices, even older ones, but need some loader. 2026-03-22T18:14:33 But maybe there is something wrong, need to try some sandstranger port with angle on es 3 if the same happen on adreno 640 2026-03-22T18:20:29 With es1 i get OpenGL Renderer: Adreno (TM) 830 | ANGLE | Vulkan 1.3.284 | OpenGL ES 1.1 In log, with version 20/30/31/32 it say OpenGL Renderer: Adreno (TM) 830 | ANGLE | Vulkan 1.3.284 | OpenGL ES 3.2 Thats confusing, duron with 20 get OpenGL ES 2.0 2026-03-22T18:23:24 Same with native driver, maybe no 2.0 3.0 3.1 support on this device? Forced es 3.2? 2026-03-22T19:08:15 angle gles 1 is separate library this is why it is shows only gles 1 2026-03-22T19:08:40 other glesv2 lib will always show in logs maximum supported gles version 2026-03-22T19:09:03 if it is will support only gles 2.0 it will show in log gles 2.0 2026-03-22T19:31:27 flto=full also bulshit for legacy it is better for performance but I have UB in Psydoom with it in release build for a long time and even did now about flto = full always shows UB in shityy code but fixing all this shitcode is not my debt so I will move to flto=thin again from next release 2026-03-22T19:33:29 Flo Thin hides UB well in shitcode 2026-03-22T20:29:07 ss1 remake author started to write own engine from zero well, good luck with to him with it I just know that after a ton of legacy custom engines, I will never look at his custom engine. I will port his unity remake without upstream and will close it 2026-03-22T21:01:31 https://github.com/sandstranger/com.mobilerpgpack.phone/releases/tag/2.6.4 It is done I added angle support If need to omw android devs to test angle It should work 2026-03-22T21:02:35 I am moving to ss1 unity remake Which I will port without upstream Because ss1 remake author is going to write own custom engine from zero for ss1 2026-03-22T21:02:39 Patrick 2026-03-22T21:03:28 Who is omw android devs 2026-03-22T21:10:00 It is sisah and duron No others android omw devs 2026-03-22T21:10:48 Oh wait 2026-03-22T21:10:58 I'm in open Morrowind server 2026-03-22T21:11:24 Damn 2026-03-22T21:41:35 Pixel 4 Android 11: GL_RENDERER is ANGLE (Qualcomm, Vulkan 1.1.128 (Adreno (TM) 640 (0x06040001)), Qualcomm Technologies Inc. Adreno Vulkan Driver-512.490.0) GL_VENDOR is Google Inc. (Qualcomm) GL_VERSION is OpenGL ES 3.2.0 (ANGLE 2.1.20572 git hash: 75901296a09f) Data updated February 22, 2023 2026-03-22T21:44:04 Thats weird, duron have the same from that log, maybe different driver version with same vulkan version. 2026-03-22T21:51:54 Different versions of drivers for the same version of Vulkan can contains different bugs, which angle do not like 2026-03-22T21:56:41 I'm curious about one more thing. Is the developer of the SS1 remake really so interested in tinkering with the game that he'll start over again from scratch? It's likely that developers like him never had the goal of completing the project. He spent over 15 years working on the game, and he'll be starting over again from scratch. They simply enjoy the process of writing the engine, that's all. And with a ton of 2026-03-22T21:56:42 crashes, bugs, and UB. People like him will always rewrite everything from scratch infilinetetly anyway, who cares I already have unity sources of almost all working game so, will port it 2026-03-22T22:02:17 https://gitlab.collabora.com/Fahien/angle/-/commit/5b419533e5d1a73cd158a687ad17da76a1f3c777 2026-03-22T22:03:05 I compiled angle with android level = 29 it can be possible to build it with android level = 26 for better legacy devices support but gles 3.1 - 3.2 support will be awful 2026-03-22T22:19:04 Oh, it is seems it is google lied again as always This buffer only for video recording and others video features Which all this legacy engines will never use Can try to build angle with level 26 Maybe it will be better for duron phone But it will be later 2026-03-22T23:03:46 I'm android 12 too. If that matters 2026-03-22T23:40:58 I'm at work and don't have your apk, can you show a screenshot of the supported games?