maemo.org - Talk

maemo.org - Talk (https://talk.maemo.org/index.php)
-   General (https://talk.maemo.org/forumdisplay.php?f=7)
-   -   near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1 (https://talk.maemo.org/showthread.php?t=84993)

don_falcone 2012-06-20 08:20

near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
http://www.jwz.org/blog/2012/06/i-ha...to-the-iphone/

bingomion 2012-06-20 09:48

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Interest but maemo doesn't have gl es?? :(

don_falcone 2012-06-20 09:51

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
http://wiki.maemo.org/OpenGL_ES_Libraries

AapoRantalainen 2012-06-20 09:53

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Quote:

Originally Posted by bingomion (Post 1224578)
Interest but maemo doesn't have gl es?? :(

Maemo5/Maemo6 indeed has gl es.

Problem is, code (or configure) is written for MacOS. I don't get it find libraries. It is not yet in own (packaged) library, but it is inside xscreensaver bundle.

Code:

wget http://www.jwz.org/xscreensaver/xscreensaver-5.16.tar.gz
tar xvf xscreensaver-5.16.tar.gz
cd xscreensaver-5.16
./configure --with-gles

We could also wait and see how pandora-camp handle it:
http://boards.openpandora.org/index....pengl-problem/

GrimyHR 2012-06-20 09:58

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
oh my fu.cki.ng god, i cant even imagine how much easier porting things(games mostly) from desktop to n900 would be if we had this

gregoranderson 2012-06-20 10:10

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
That's some rant the boy has. Particularly like the bit where he goes tonto at the suggestion of using GitHub :)

misiak 2012-06-20 10:16

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Quote:

Originally Posted by GrimyHR (Post 1224586)
oh my fu.cki.ng god, i cant even imagine how much easier porting things(games mostly) from desktop to n900 would be if we had this

Let's wait for performance tests ;) Anyway,

Quote:

Originally Posted by jwz
I spent a couple hours trying to generate a complete list of the OpenGL 1.3 functions that do not exist in OpenGL ES 1.1; and then the subset of those that are actually used by XScreenSaver.

and

Quote:

Originally Posted by jwz
There are a few things I couldn't figure out how to implement

but it is a great proof of concept that even full OpenGL 1.3 API on top of OpenGL ES 1.1 is doable in reasonable amount of time.

By the way, I love the way he writes and language he uses on his page :P

don_falcone 2012-06-20 11:23

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Seems like this will gain momentum in the weeks/months to come...

"If you don't agree with that, then please, get out of the software industry right now. Find another line of work. Please." :D Sometimes i swear along such lines about customers...

Nevertheless, i'm unable to follow his objections against github et al/pro diff+email rant.

reinob 2012-06-20 12:31

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Quote:

Originally Posted by AapoRantalainen (Post 1224582)
Problem is, code (or configure) is written for MacOS. I don't get it find libraries. It is not yet in own (packaged) library, but it is inside xscreensaver bundle.

Supposedly all you need from that .tar.gz is jwzgles.h, jwzglesI.h and jwzgles.c, all in ./hacks/glx directory.

reinob 2012-06-20 12:36

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Quote:

Originally Posted by don_falcone (Post 1224609)
Nevertheless, i'm unable to follow his objections against github et al/pro diff+email rant.

I guess I can, sort of. Some people (like me) have not been in active "development" for the last 10 years or so.

I for one, never even liked the autoconf stuff (just a good Makefile) and have never actually used a version control system, so if I were to continue developing some of my old stuff I would just continue using emacs and a Makefile.

Maybe someday I could start using git and put some of my old projects (e.g. lepton's crack :) so I can learn how that all works!

don_falcone 2012-06-20 12:58

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
OMG. I still have to "cope with" (=fight against) historically grown usage of CVS weekly. The same with EMACS (seriously guys, how can anyone be using it as a mailreader/PIM suite etc too?), procmail (which is ok but cumbersome) and (albeit to a lesser degree) SVN (which tends to corrupt repositories if used multi-site).

I'm ok with makefiles, they are simple and clean. And when you lose the oversight/control of your build processes and the output seems a bit unpredictable, it doesn't matter what solution one uses anyway. But ant is a nice build environment too, hmm...

www.rzr.online.fr 2012-06-20 18:39

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
so any autofool here to fix this configure ? I am too bored to do it myself :)

taixzo 2012-06-20 19:17

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
I am going to experiment with this. Let's see if I can use this to build Blender with OpenGL acceleration! (I know someone did three years ago or so, but the code never appeared.)

Kourse 2012-09-12 20:43

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Is it possible to get OpenGL support by compiling MesaLib with --enable-gles1 and --enable-gles2 flags? I've compiled MesaLib 7.11.2 with these flags, on device with tanners gcc4-4.

Output from ./configure --enable-gles1 --enable-gles2
Code:

OpenGL:          yes (ES1: yes ES2: yes)
Output from glxgears:
Code:

Nokia-N900-40-4_PR_001:~/build/glx$ ./glxgears
109 frames in 5.0 seconds = 21.714 FPS
158 frames in 5.0 seconds = 31.515 FPS
155 frames in 5.0 seconds = 30.957 FPS

* Window needs to be fullscreen to actually see the gears
rootsh wmctrl -i -r $(wmctrl -l | grep 'glxgears' | awk '{print $1}') -b add,fullscreen

Code:

Nokia-N900-40-4_PR_001:~/build/glx$ ./glxinfo | grep rende
direct rendering: Yes
OpenGL renderer string: Mesa X11

Full output of glxinfo -v
http://pastebin.com/YXuvYVCN

Kourse 2012-09-12 20:55

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
Is it possible to use OpenGL by compiling MesaLib with --enable-gles1 and --enable-gles 2 flags? I've compiled MesaLib on device with these flags using Tanners gcc4.4

Output from ./configure --enable-gles1 --enable-gles2
Code:

        OpenGL:          yes (ES1: yes ES2: yes)
Output from ./glxgears
Code:

Nokia-N900-40-4_PR_001:~/build/glx$ ./glxgears
86 frames in 5.0 seconds = 17.117 FPS
158 frames in 5.0 seconds = 31.400 FPS
155 frames in 5.0 seconds = 30.947 FPS
159 frames in 5.0 seconds = 31.672 FPS
Nokia-N900-40-4_PR_001:~/build/glx$

*to actually see the gears, the window needs to be fullscreen
rootsh wmctrl -i -r $(wmctrl -l | grep 'glxgears' | awk '{print $1}') -b add,fullscreen

Output from glxinfo | grep rende
Code:

direct rendering: Yes
OpenGL renderer string: Mesa X11

Full output from glxinfo -v
http://pastebin.com/0hrpPSxD


edit: output from glew-utils

visualinfo
Code:

OpenGL vendor string: Brian Paul
OpenGL renderer string: Mesa X11
OpenGL version string: 2.1 Mesa 7.11.2
OpenGL extensions (GL_):

http://pastebin.com/wA3NHP3J

glewinfo
Code:

---------------------------
    GLEW Extension Info
---------------------------

GLEW version 1.5.8
Reporting capabilities of display :0.0, visual 0x21
Running on a Mesa X11 from Brian Paul
OpenGL version 2.1 Mesa 7.11.2 is supported

http://pastebin.com/TRScasUs

aStrike 2012-09-12 21:05

Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
 
taixzo: It will be amzing to have it on a mobile device. Good luck!


All times are GMT. The time now is 04:03.

vBulletin® Version 3.8.8