[maemo-developers] Fremantle OpenGL wrapper?

From: Kate Alhola kate.alhola at nokia.com
Date: Wed Jun 3 15:42:04 EEST 2009
ext Cornelius Hald wrote:
> Kate Alhola wrote:
>   
>> 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 .
>>     
> I think qole is asking for a wrapper library, that offers a OpenGL-1.x / 
> OpenGL-2.0 API and translates those calls on the fly to OpenGL-ES2.0. 
> With a library like that it would be possible to run standard/non-mobile 
> OpenGL applications on Maemo without changing much of the code.
>   
I don't know is the translation library from desktop OpenGL to OpenGL-ES
sense at all. OpenGL-ES is made as mobile optimized and translation
may be heavy.

OpenGL-ES1.0 is much more similar than Desktop OpenGL1.0
where you can use fixed function pipeline API. In OpenGL-ES2.0
you need to use programable shaders.

If you have application that is made using OpenGL1.x style API
it won't be so big work to translate code to OpenGL-ES1.x .
 
There is Imagination OpenGL-ES1.x emulation libraries for Omap3/ SGX
gpu (opengles-sgx-img-common, libgles1-sgx-img)  . I noticed that they 
are not (yet ?) part of
published beta  SDK.

In practice what they do is that they load shaders that emulates 
OpenGL-ES1.x
fixed function pipeline and then API wrappers for OpenGL-ES1.x API.

I tested and it looks a like they work nicely with our device. I need to 
propose
that they would be also included to out next SDK


Kate
> Sorry, if this is already clear, I had the feeling that there is some 
> misunderstanding...
>
>   

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