OpenGL ES 2.0 support in Monster RPG 2

Over the past couple of weeks, I’ve been adding OpenGL 2.0 ES and shader support to the Allegro library which Monster RPG 2 uses. The code is not yet available, but will be part of the 5.1 branch of Allegro once Allegro 5.0 is released.

Currently I’m testing the OpenGL 2.0 ES support by using it on capable devices in our game, Monster RPG 2. The update will be available soon, if all goes well. Below is a short video that shows the difference between a couple of the effects in the game when using OpenGL ES 1.1 (first) and ES 2.0 (second). I don’t want to lead anyone on to thinking that I’ve added a lot of enhanced effects to the game for ES 2.0 capable devices. The fact is the two effects shown here (the fade to blue, which is subtly different in each version, and the battle transition) are possibly the only noticable changes you’ll see (that are due to shaders). Shaders are used in a few other places but the same effect is accomplished in a round-about way for ES 1.1 devices.

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