Beta ptitSeb's Beta Lair


Isn't possible to split it in different PNDs ?
Like for those PNDs that require other PNDs to run (like java) ?
 
@ptitSeb I was able to get Godot 3.2.1 to compile with CodeBlocks, but it is initializing gl4es and complaining about the OpenGL version being unsupported. I think Godot should support GLES 2.0, so I shouldn't need gl4es. Do you know the easiest way to link to the standard ES libs instead of gl4es? I think I've seen this question asked before, so I'll search a bit as well.
 
Actually...

Per this thread: https://github.com/godotengine/godot/issues/24723

Looks like for X11 builds Godot use openGL 2.1, so I will need to use gl4es if I don't want to manually try to tear everything apart. I switched to ES 2.0 with gl4es and I've gotten a window to open, but lots of errors now that I'll need to dig into.
 
I haven't looked at the build system of Godot... "Activate" the GLES2 build (is not just linking, you need to build for gles2 or it will not work).

To use GL2.1 with gl4es, simply export LIBGL_ES=2 to use ES2 and shaders support.
 
Yep that is pretty much what I realized last night. I thought godot was supposed to support both, so I imagined it was able to detect libGL or GLES and switch, but that isn’t how it works unfortunately.

I thought I saw raspberry pi threads where people were using gl4es to run it, but haven’t found solid details yet. Some posters linked to the eltechs site which no longer exists.

I have it running with the LIBGL_ES=2 but get really odd syntax errors as it runs. I will try to debug them and post.
 
Last edited:
Next codeblock release will have neofetch
neofetch01.png


I'll probably try to build gcc 10 before creating the pnd. Then I'll probably push the pnd to the repo and will stop update it unless some breaking bug is found.
 
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