11-30-2018, 12:53 PM
Hi,
I'm planning to release my SDL2 game for SBCs too.
The game runs smoothly on Tinker Board under Android.
However under Tinker OS (newest stock image) hardware acceleration seems to be off. It also gives an error message about missing rockchip_drv.so.
How do I get an accelerated ES 3.0 content, and what install instructions should I give to potential users starting from stock Tinker OS?
(An ES 2.0 version already works on the PI3)
Initcode:
SDL_VideoInit(0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 4);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
int x = 0, y = 0;
SDL_DisplayMode dm;
SDL_GetDesktopDisplayMode(0, &dm);
x = dm.w;
y = dm.h;
gWindow = SDL_CreateWindow("Tricky Machines", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, x, y, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALLOW_HIGHDPI);
gContext = SDL_GL_CreateContext(gWindow);
renderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
SDL_GL_SetSwapInterval(1);
thanks
I'm planning to release my SDL2 game for SBCs too.
The game runs smoothly on Tinker Board under Android.
However under Tinker OS (newest stock image) hardware acceleration seems to be off. It also gives an error message about missing rockchip_drv.so.
How do I get an accelerated ES 3.0 content, and what install instructions should I give to potential users starting from stock Tinker OS?
(An ES 2.0 version already works on the PI3)
Initcode:
SDL_VideoInit(0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 4);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
int x = 0, y = 0;
SDL_DisplayMode dm;
SDL_GetDesktopDisplayMode(0, &dm);
x = dm.w;
y = dm.h;
gWindow = SDL_CreateWindow("Tricky Machines", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, x, y, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALLOW_HIGHDPI);
gContext = SDL_GL_CreateContext(gWindow);
renderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
SDL_GL_SetSwapInterval(1);
thanks



![[-]](https://tinkerboarding.co.uk/forum/images/collapse.png)