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Added support for iOS OpenGL/ES 3.0 and Win32 OpenGL/ES 3.1+ through PowerVR SDK#94

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borisblizzard wants to merge 1 commit intorive-app:mainfrom
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Added support for iOS OpenGL/ES 3.0 and Win32 OpenGL/ES 3.1+ through PowerVR SDK#94
borisblizzard wants to merge 1 commit intorive-app:mainfrom
borisblizzard:main

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I did all code changes to ensure compilation for the two targets.

I use Rive SDK in a custom build system setup and it works fine there. However, I am not very familiar with the structure of all build files and interdependencies (build_rive.sh etc.) in the Rive SDK so I didn't do the appropriate changes there. It would be great if somebody else could add the proper targets so others can use this as well.

I did some other very minor changes listed in the changelogs below to "fix" some issues I had when using the SDK.

The combined changelogs of all revisions:

  • Added preprocessor for iOS OpenGL/ES 3.0. The preprocessor is RIVE_IOS_GLES. Edited all code to compile.
  • Added preprocessor for Win32 OpenGL/ES 3.1+ through PowerVR SDK. The preprocessor is RIVE_DESKTOP_GLES_PVR. Edited all code to compile.
  • Changed a few "private" declarations to "protected" to make it easier to inherit and reuse SDK code rather than rewriting.
  • Marked Factory::decodeFont() and Factory::decodeAudio() virtual.

…IOS_GLES. Edited all code to compile.

- Added preprocessor for Win32 OpenGL/ES 3.1+ through PowerVR SDK. The preprocessor is RIVE_DESKTOP_GLES_PVR. Edited all code to compile.
- Changed a few "private" declarations to "protected" to make it easier to inherit and reuse SDK code rather than rewriting.
- Marked Factory::decodeFont() and Factory::decodeAudio() virtual.
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