[maemo-developers] Fremantle OpenGL wrapper?
From: Kate Alhola kate.alhola at nokia.comDate: Wed Jun 3 10:25:44 EEST 2009
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ext Qole wrote: > On Tue, Jun 2, 2009 at 1:14 PM, <kate.alhola at nokia.com > <mailto:kate.alhola at nokia.com>> wrote: > > > >________________________________________ > >From: maemo-developers-bounces at maemo.org > <mailto:maemo-developers-bounces at maemo.org> > [maemo-developers-bounces at maemo.org > <mailto:maemo-developers-bounces at maemo.org>] On Behalf Of ext Qole > [qole.tablet at gmail.com <mailto:qole.tablet at gmail.com>] > >Sent: Tuesday, June 02, 2009 9:05 PM > >To: maemo-developers > >Subject: Fremantle OpenGL wrapper? > > >Hi all, > > > >I'm not much of a developer, but I really think it would be a > good idea to get a couple OpenGL wrappers ready for Fremantle. > > What do you like the wrapper do ? If you like to get easiest way > to run OpenGL you can take example skeleton > from Imagination OpenGL-ES2.0 examples. They run in Fremantle, you > just need to compile them > or then you can take Qt GLWidget as it is done in hellogl_es2 > that is part of Qt4.5 source. > I also runs nicely in Fremantle. > > Good thing using Qt as a wrapper is that you can use full GL but > you can mix it with Qt UI widgets > or QGraphicsWiew higer level drawing primitives. > > Kate > > > I am asking for a wrapper that will make it possible to port existing > OpenGL applications (mainly games) to Maemo 5+ without having to do > any real rewriting. I gave an example in my e-mail of an SDL game that > uses OpenGL. > > If your solutions will allow someone to port a game like Armagetron > Advanced without much effort, then that is what I'm looking for. If > this means rewriting the game / application, then that's not what I'm > asking for. > > A good way to know if your solution is what I'm looking for is to take > the Debian Lenny source code of Armagetron Advanced > (http://packages.debian.org/source/lenny/armagetronad) and make a Qt / > Imagination wrapper for it, then compile it to run on Fremantle. If > this takes a very long time, then this isn't what I'm looking for. I'm > looking for something that would be a drop-in replacement for the > OpenGL libraries for games like Quake2 or SDL games like Armagetron. 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 . > > You may think, "these aren't important, they're only games," but I > would disagree. And I'm not even a gamer. I don't think so, i think that games are very important applications. They have a lot of users, there is lot of business with them . I was just saying that there is already many ways to take OpenGL-ES in use in maemo. Kate > > -- > enthusiast, n. "One whose mind is wholly possessed and heated by what > engages it; one who is influenced by a peculiar fervor of mind; an > ardent and imaginative person." -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.maemo.org/pipermail/maemo-developers/attachments/20090603/4a7a7abc/attachment.htm
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