ah simply is not used for now...the original author improved so much the mixing routines that is working good already..anyway the SSE2 where not involved in the mixing.how did you solved the SSE2 problems?
ah simply is not used for now...the original author improved so much the mixing routines that is working good already..anyway the SSE2 where not involved in the mixing.how did you solved the SSE2 problems?
Well relatively modest *Shrugs* I'm aware we don't have GLES3 on Pandora but there is maybe something useful *shrugs again*Modest hardware? I see 64bits and GLES3, so it's probably not that modest. But there may be some interesting thing.
I haven't seen the link to the sourcecode?
Yeah, compile fine on the Pandora. I'll package it later.As IVAN (Iter Vehemens ad Necem ) recently had a new release, a funky open source Roguelike with advanced limb and material mechanic, I found to my surprise that it seemingly never was ported to Pandora (couldnt find it on the repo or forum)
https://github.com/Attnam/ivan/releases
Do you want a package in that state?
i have Pocket Slay on my ipaq 4700 , i remember that the screen did do this. you used the touch screen to scroll the screen up and down to see all the tiles..I can run it on my Pandora (using java9, gdx and lwjgl, all custom built, also using gl4es), but it doesn't seems to want to run in fullscreen. Instead, it is stuck in a window bigger then the screen (so you need to move the window with shift-left drag). Doesn't seems handy, and I don't know if it's one of my native lib at fault (libgdx or liblwjgl) or the game design that need at least 800px of height.
View attachment 32105
Do you want a package in that state?
config.fullscreen = true;