
I wanted to write something to bridge the news gap until our next official news post, so here’s a brief update on a couple of recent projects. While those optimization are useless in highly optimized engine, like the Quake3 engine, on other engine and games, gl4es can be (much) faster than straight GLES conversion (especially if there are a lot of glBegin(.)/ glEnd() drawing commands).Development has slowed down a lot recently, but OpenRA is far from dead. Neverball in a browser also use gl4es for rendering: neverball in a browserĪbout performances: while gl4es is a wrapper, there are many caching and works done in gl4es to avoid slowdown and bottleneck. Or even in a web browser (that support WebGL): try it with Stunt Car Remake hereĪnother web browser example: Serious Sam Engine, try it here (initial 80MB game files download). GL4ES also now works on some other platform, like AmigaOS4 (so BigEndian platform) That video show just a few, and even more can be make to run.Īnd with Box86, even more commercial games can run, like here NeverWinter Night on an ODroid XU4 Here some FNA games, running on an ODroid XU4 (using method described there). Many commercial games run just fine on gl4es. On the OpenGL 2.0, side using GLES2.0 backend, OpenRA can run on the Pandora.Īnd OpenGL 2.x opens a lot of doors. More complex program, like Blender, can also run.īut also Minecraft, here on an ODroid in this old video. Some FPS are using it just for cosmetics (Lens flare) and run fine without, like Serious Sam (both First and Second Encounter), here on the OpenPandora again.ĪssaultCube an Android also use gl4es for the rendering The limit is an hardware one: GLES1.1 and GLES2.0 hardware do not allow reading Depth buffer, so some games that use it (like AssaultCube) for game play wont run correctly.

It will work with both GLES1.1 and GLES2.0 backend.

Many OpenGL software already works with GL4ES.Ĭomplex OpenGL 1.5 games, like Foobillard++, that uses cascaded display list, line stipple and TexGen works fine.
