Game Development Reference
In-Depth Information
DEBUG/Q2JNI(841): Q2Main[13]=+set
DEBUG/Q2JNI(841): Q2Main[14]=s_initsound
DEBUG/Q2JNI(841): Q2Main[15]=1
DEBUG/Q2JNI(841): Q2Main[16]=+set
DEBUG/Q2JNI(841): Q2Main[17]=vid_ref
DEBUG/Q2JNI(841): Q2Main[18]=glx
DEBUG/Q2JNI(841): Q2Main[19]=+set
DEBUG/Q2JNI(841): Q2Main[20]=gl_mode
DEBUG/Q2JNI(841): Q2Main[21]=4
DEBUG/Q2JNI(841): couldn't exec default.cfg
DEBUG/Q2JNI(841): couldn't exec config.cfg
DEBUG/Q2JNI(841): basedir is write protected.
DEBUG/Q2JNI(841): Console initialized.
DEBUG/Q2JNI(841): ------- sound initialization -------
DEBUG/QSound(841): SNDDMA_Init Speed 22050 channels 2
DEBUG/Q2JNI(841): sound sampling rate: 22050
DEBUG/Q2JNI(841): ------------------------------------
DEBUG/Q2JNI(841): ref_gl version: GL 0.01
DEBUG/Q2JNI(841): SDL audio device shut down.
ERROR/Natives(841): Natives::OnSysError Couldn't load pics/colormap.pcx
ERROR/QuakeView(841): Couldn't load pics/colormap.pcx
Sys_Error gets invoked, which in turn calls jni_sys_error , which sends the message back
to the Java QuakeView class that terminates the program. Of course, you should pop up a
message box to the user telling him about the error before terminating the program.
ERROR/Natives(841): Natives::OnSysError Couldn't load pics/colormap.pcx
ERROR/QuakeView(841): Couldn't load pics/colormap.pcx
OpenGL Immediate-Mode Issues
Before you start digging into the video handlers, I'd like to stress the tremendous amount of
work saved in this project by reusing NanoGL to deal with the immediate-mode headaches
of OpenGL. As shown at the beginning of this chapter, Quake II's OpenGL renderer is about
11,000 lines of very difficult C code. All this code would have been translated into OpenGL
ES and would have taken months of pro bono work by a team of many developers. Now all
that work is reduced to a few weekend hours by one dude. Keep this wonderful software
tool in mind when you decide to bring other projects to your mobile device, as NanoGL can
be reused without change by any mobile program.
 
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