NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 07 Mar 2013 07:18 PM |
Specifically, any AndEngine users? Even more specifically, the GLES2 branch. The docs are crap and the forums are helpless foreigners.
I've coded a new tilemap system that loads from a named binary tag file, but I'm thinking my vertex buffer initialization isn't as good as it should be. Has anyone else worked with this stuff? |
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pwnedu46
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| Joined: 23 May 2009 |
| Total Posts: 7534 |
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| 07 Mar 2013 08:26 PM |
Android: Yes. That other stuff: No. |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 07 Mar 2013 08:36 PM |
| Eh. It was a stretch. The main annoyance is that AndEngine's built-in stuff only uses glDrawArrays, and so you can't get indexing. Kind of annoying. I'm definitely not going to rewrite it for that, either. |
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Lombardo3
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| Joined: 15 Dec 2012 |
| Total Posts: 271 |
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| 07 Mar 2013 08:43 PM |
| Oh look AndEngine has his own forums! |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 07 Mar 2013 08:45 PM |
| Yes, but sadly they're entirely useless. It's all foreigners that can't even read what little documentation there is... |
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Lombardo3
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| Joined: 15 Dec 2012 |
| Total Posts: 271 |
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| 07 Mar 2013 08:46 PM |
| I see, why are you using AndEngine then? Try something more documented. |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 07 Mar 2013 08:48 PM |
| Oh, it's a fantastic library, honestly. I like it, and the core features are intuitive enough to not need much documentation. It's just those "fringe" features and the stuff behind the scenes. |
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Lombardo3
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| Joined: 15 Dec 2012 |
| Total Posts: 271 |
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| 07 Mar 2013 08:51 PM |
| Lol, I also have that need to know even the minimum detail of thins, I just can't abstract ;_; |
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