[maemo-developers] Fremantle OpenGL wrapper?

From: Kate Alhola kate.alhola at nokia.com
Date: Wed Jun 3 10:25:44 EEST 2009
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."

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