When children and wife sleep, i have about 5 hours of non-stop-no-one-bother-time. Another side that on next day i can sleep permanently for 20 minutes from time to time, but love this feeling, so good for everyone :)
So, good news! No, didn't fix shaders at the moment, but that is for later. For the first: gl4es build works, and bring for us a bit of improvement. Maybe not _THAT_ big as I may hope, but still. What is done currently is just disables shaders support but keeps all other "new" functionality from GL4ES/Ogles2/W3DNova.
For tests, I use yesterday's daily MiniGL binary + my GL4ES binary.
Results:
Myst3: faster, no more missing mouse in the menu, no more black stripes when watching at the sky, no more visuall mess when switching between scenes. That game really improves much on all fronts.
Grim Fandango: for MiniGL we have 15 FPS right at the beginning of the level. For the GL4ES build, we have 37-39 FPS at the same place. So Grim is more than 2 times faster (if the FPS counter is the correct one at all because the MiniGL version visually works fine enough too)
Escape From The Monkey Island: Almost no differences. With MiniGL almost 10 FPS, with GL4ES almost 12-13. A little bit better, but I see that CPU loading going to 99%, so... not much. But still playable in general.
The Longest Journey: no more crashes as in the case with MiniGL, works now. Through, while intros, menus, movies are all fast, the game itself is still not good enough to be playable. Pretty slow, I think 5-7 FPS no more. Better of course in comparison with software rendering, but still far from being good.
See on 2 videos how it all looks like:
MiniGL:
https://youtu.be/ndhmxNXlLH4GL4ES:
https://youtu.be/KiDJ3ox51lUSo GL4ES build make it all be better, yes. But not that much as I was hoping for. Still not bad IMHO. The next stage will be fixing of shaders, to see how it will be with them and if there will be any different. After that, i may try a pure OGLES2 build, without GL4ES at all. But first, need to deal with shaders.