OpenGL API to the Axmol Render Backend API #1617
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thienphuoc
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Check any OpenGL code in the cpp-tests project of cocos2d-x v3, and then compare that to the cpp-tests in Cocos2d-x v4. That's where the big changes occurred. After that, moving to Axmol from Cocos2d-x v4 is straightforward. I'll try to find any notes I may have made when I initially migrated my projects over to Cocos2d-x v4, and if I do find them, I'll post them here. Time permitting, I'll see about migrating one of those effects over to Axmol for you so you can see how it's done, but I can't promise that it'll be done any time soon. Perhaps someone else here has info they can share with you about the migration process. |
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Some nice effects! Make a shader is the solution I think. |
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I would like to convert the cool effects from Cocos2d-x 3.17.x to the Axmol engine. However, I'm encountering some issues while converting from the OpenGL API to the Axmol Render Backend API.
For instance, I'm struggling with elements like:
GLenum
glBindBuffer
GLuint
etc.
Could someone assist me in writing a simple guide for this conversion? I aim to learn this technique to convert various effects as needed.
Effect v 3.17.x :
https://github.com/zelic91/cocos2d-x-effect-nodes/blob/v3/Classes/break/ensBreakNode.cpp
Screen.Recording.2024-01-17.at.09.54.14.mp4
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