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    Recent Best Controversial
    • RE: Including files from one directory up with CMake or basic builders

      The solution to this was laughably simple.
      all I had to do was touch CMakeLists.txt making a completely empty file in the zensekai directory, and then CMake automatically decided to continue in zensekai-click with the other CMakeLists.txt.


      edit 7-13:
      There was actually a little more required.

      in the top CMakeLists.txt I had to put

      add_subdirectory(zensekai-click)
      

      and in the zensekai-click one I accessed/disambiguated the two directories with

      # set $PR_ROOT to upper directory
      get_filename_component(PR_ROOT "../" ABSOLUTE)
      # set $CLICK_DIR to zensekai-click directory
      set(CLICK_DIR "${PR_ROOT}/zensekai-click")
      

      another thing you might run into developing a click package that copies binaries is permissions on binaries.
      I set them in the loop that copies the binaries like so:

      foreach(binary ${BINARIES})
              install(FILES ${PR_ROOT}/bin/${binary}
                      # the important part
                      PERMISSIONS OWNER_READ OWNER_EXECUTE GROUP_READ WORLD_READ WORLD_EXECUTE
                      # this might actually be unnecessarily permissive*.
                      # it might be enough to just have OWNER_READ and OWNER_EXECUTE
                      DESTINATION ${DATA_DIR}
              )
      endforeach()
      

      (* I got sidetracked thinking the permissions weren't enough when I accidentally had my project copying the x86_64 godot binary for a bit - which had bash claiming it "wasn't permitted" to execute while it actually meant that was impossible.)

      posted in App Development
      ValenoernV
      Valenoern
    • RE: Recommended approach for using openGL or other libraries in UT app?

      I have complete instructions for compiling my demo now...
      https://pages.codeberg.org/Valenoern/zensekai/docs/docs.html#CompilingDemo_godot-06-30

      ...but I had no idea I wouldn't be able to edit my post after "3600 seconds", so now I can never edit into the OP the somewhat critical information that you're not supposed to clone that "asekai-packages" repository without --depth 1 (you'll unnecessarily get 100+ mb of previous releases).

      edit: to get the files either

      • git clone --depth 1 https://codeberg.org/Valenoern/asekai-packages.git or
      • git clone https://codeberg.org/Valenoern/zensekai-demo.git && wget https://codeberg.org/Valenoern/asekai-packages/raw/branch/master/linux_x11_arm64_debug && wget https://codeberg.org/Valenoern/asekai-packages/raw/branch/master/linux_x11_arm64 (i feel like you can actually leave off the second one because the editor exports a debug version by default, but I'm not sure)

      you'll need to compile against OpenGL ES (libGLES)

      it is using GLES in the screenshot

      Yeah, I found it a bit confusing that although godot should be using "GLES 2" I was getting an error about "libGL.so". As I said, I would have been passing it a binary made on a pinebook pro (arm64 Arch/manjaro) so I guess that was using "libGL"?

      @Elleo Do you have any information about how to use the libGLES already in ubuntu touch?
      My next step apart from sorting out libraries was going to be to try to compile click packages on arm64 and I wonder if that would make the library part easier.

      posted in App Development
      ValenoernV
      Valenoern