ext Cornelius Hald wrote:
Kate Alhola wrote:
I hane not used SDL myself, so i hope that someone more familiar to it
can comment how much work is needed
to make to use OpenGL-ES2 in maemo. I checked little bit Armagedonad
source code and it least looks
that there is used OpenGL 1.x style primitives in eDisplay.cpp .
OpenGL-ES2.0 != OpenGL 1.x . You can check
http://wiki.maemo.org/OpenGL-ES . To port applications that use
OpenGL-1.x API to OpenGL-ES2.0 need to use new API
that you need to use if you are porting for desktop OpenGL 3.0 .
I think qole is asking for a wrapper library, that offers a OpenGL-1.x /
OpenGL-2.0 API and translates those calls on the fly to OpenGL-ES2.0.
With a library like that it would be possible to run standard/non-mobile
OpenGL applications on Maemo without changing much of the code.
I don't know is the translation library from desktop OpenGL to OpenGL-ES
sense at all. OpenGL-ES is made as mobile optimized and translation
may be heavy.
OpenGL-ES1.0 is much more similar than Desktop OpenGL1.0
where you can use fixed function pipeline API. In OpenGL-ES2.0
you need to use programable shaders.
If you have application that is made using OpenGL1.x style API
it won't be so big work to translate code to OpenGL-ES1.x .
There is Imagination OpenGL-ES1.x emulation libraries for Omap3/ SGX
gpu (opengles-sgx-img-common, libgles1-sgx-img) . I noticed that they
are not (yet ?) part of
published beta SDK.
In practice what they do is that they load shaders that emulates
OpenGL-ES1.x
fixed function pipeline and then API wrappers for OpenGL-ES1.x API.
I tested and it looks a like they work nicely with our device. I need to
propose
that they would be also included to out next SDK
Kate
Sorry, if this is already clear, I had the feeling that there is some
misunderstanding...
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