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near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
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Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
Interest but maemo doesn't have gl es?? :(
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Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
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Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
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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.gzhttp://boards.openpandora.org/index....pengl-problem/ |
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
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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 :)
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Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
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By the way, I love the way he writes and language he uses on his page :P |
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. |
Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
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Re: near-complete OpenGL 1.3 API implemented using OpenGL ES 1.1
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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! |
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... |
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 :)
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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.)
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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)Code:
Nokia-N900-40-4_PR_001:~/build/glx$ ./glxgears 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 rendehttp://pastebin.com/YXuvYVCN |
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)Code:
Nokia-N900-40-4_PR_001:~/build/glx$ ./glxgears rootsh wmctrl -i -r $(wmctrl -l | grep 'glxgears' | awk '{print $1}') -b add,fullscreen Output from glxinfo | grep rende Code:
direct rendering: Yeshttp://pastebin.com/0hrpPSxD edit: output from glew-utils visualinfo Code:
OpenGL vendor string: Brian Paulglewinfo Code:
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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!
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