Thanks all for your answers and suggestions! I will have a try on the possible solutions/ways/components you all cited. Otherwise I think I will have to wait ANGLE to grow up and cover more features. By the way, ANGLE is OpenGL ES -> DX not OpenGL, so I think I need also a OpenGL -> OpenGL ES translator. Right? Any idea/suggestion? does something like that exist? Thanks again, regards
> Date: Mon, 29 Aug 2011 04:05:31 -0700 > From: [email protected] > To: [email protected] > CC: [email protected]; [email protected] > Subject: Re: [Mesa-dev] OpenGL to DirectX with Mesa3D > > > > ----- Original Message ----- > > -----BEGIN PGP SIGNED MESSAGE----- > > Hash: SHA1 > > > > On 08/25/2011 10:55 AM, Anonimo Veneziano wrote: > > > Hi all > > > I am a programmer but not very skilled in 3D graphics (so pardon me > > > if I > > > write something wrong). > > > I need to build my own opengl32.dll to redirect my OpenGL > > > application > > > calls to DirectX (better if 10 or 11, but 9 could be ok too) > > > TitaniumGL and 3DAnalyzer dont work for my case (already tested, > > > application crashes). > > > 1. Do you know if some other OpenGL->DirectX converter exist that I > > > could use? > > > > > > I am trying to use Mesa3D v7.10.3, and in particular I found > > > GLDirect > > > very interesting, but I am not able to get it compiled with dx9. I > > > see > > > it has been changed since GLDirect 5.0.2 old released version (that > > > is > > > of no use for me, it's opengl 1.1). > > > So in Mesa v7.10.3 I tried to compile GLDirect and fixed some > > > errors but > > > at the moment I had some errors I cannot fix compiling > > > "gld_primitive_dx9.c" and "gld_texture_dx9.c": > > > for example in the first file the structures SWvertex (from > > > swrast.h) > > > and gl_context (from mtypes.h) seems different from those defined > > > in Mesa, > > > 2. Did someone compile GLDirect in Mesa 7.10.3? Can you help me to > > > do it? > > > > > > 3. Could Gallium help me in some way? I am not sure to have > > > understood > > > well it... > > > > > > Many thanks in advance and sorry to have bothered you but I am in a > > > hurry on a project and hope to get some solution! > > > > The GLDirect stuff is really, really dead. It hasn't been maintained > > in > > years, and it probably hasn't been able to compile in just about as > > long. Moreover, as per discussions in another thread > > (http://marc.info/?l=mesa3d-dev&m=131421311903781&w=2), this code is > > literally minutes from being deleted. > > That's my understanding too. It only did basic (fixed function?) GL to DX7 or > 8, so is both unmaintained and uterl useless for most nowawadays applications. > > > Since the internal Gallium interface is essentially a clone of the > > DX10 > > interface, it should be trivial to make a Gallium DX10 driver. Note > > that this is different from a DX10 state tracker (this is the > > top-half > > layer that makes a particular API available to applications). > > > > One of the Gallium guys should know more... > > Gallium is inspired in DX10 but it is a superset, so there's still the task > of translating the superset bits that are not in DX10. > > There's also the svga pipe driver which follow DX9 semantics closely. > > Either way, although gallium code base could help kickstarting a GL -> DX > converter, making a solid GL -> DX converter is a huge endeaveour, even by an > developer familiar with both set of APIs. > > I'd agree that an actively maintained project with that goal in mind, such as > Angle, as a better bet. > > Jose
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