[maemo-developers] Fremantle OpenGL wrapper?
From: Qole qole.tablet at gmail.comDate: Fri Jun 5 04:32:19 EEST 2009
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Thank you very much! On Thu, Jun 4, 2009 at 2:25 PM, <kate.alhola at nokia.com> wrote: > > ________________________________________ > >From: maemo-developers-bounces at maemo.org [ > maemo-developers-bounces at maemo.org] On Behalf Of ext Qole [ > qole.tablet at gmail.com] > >Sent: Thursday, June 04, 2009 9:47 PM > >To: maemo-dev > >Subject: Re: Fremantle OpenGL wrapper? > > > >I hoped to start a discussion about making an OpenGL -> GL ES 2 > translation library for porting games to Maemo 5, in the manner that is > being done in the Pandora community. > > I have been having several presentations to maemo community how to use > OpenGL-ES in maemo > You can find them from my blog > http://blogs.forum.nokia.com/blog/kate-alholas-forum-nokia-blog > It is ot so much question of transition libraries but understanding what is > OpenGL-ES and > how it relates to desktop OpenGL > > I checked openpandora wiki http://pandorawiki.org/Development_tutorials . > It looks a like > they are having very similar approach, no silver bullet OpenGL to OpenGL-ES > translation library > but just OpenGL-ES1.1 tutorial and example how to use OpenGL-ES with SDL. > I have had my tutorials about how to use OpenGL-ES2.0 and how to use it > with Qt . > > If you read http://pandorawiki.org/OpenGL_ES_1.1_Tutorial . It tells a > lot what is > the qestion. There is just no single "OpenGL" but desktop OpenGL has many, > many > legacy layers of API's . Mobile OpenGL implements only the most efficient > subset of them. > Because there is hundreds of ways to use OpenGL, there is no simple way to > convert. > > The Openpandora OpenGL-ES1.1 wiki tries to explain ( as i had in my > presentations/blog and maemo wiki page ) > that as example OpenGL has legacy API glBegin/glVertex/gEnd that are > obsoleted in OpenGL-ES > and OpenGL-ES only supports way to pass vertexes as array. Of course > passing them as array is much > more efficient, just one API call with big number of vertexes as opposed > one call for one coordinate point. > That just an example what is the difference. > > For game developer it is much more sense port the application to use vertex > arrays because it is > more efficient also in desktop. > > When we go to OpenGL-ES2.0 or Desktop OpenGL-2.0, we have thing called > programmable shaders. > OpenGL1.x or OpenGL-ES1.x has fixed function non programmable pipeline > doing transformations and lighting. > In OpenGL-(ES)2.0 it is all programmable and it offers much more features > to make much better > looking games. I strongly recommend to take it in use. > > If you still would like use fixed function pipeline to port old not so > advanced games, you can > still use OpenGL-ES1.x emulation libraries in maemo. I hope that we can get > them in to next > SDK release. > > > Kate > _______________________________________________ > maemo-developers mailing list > maemo-developers at maemo.org > https://lists.maemo.org/mailman/listinfo/maemo-developers > -- 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/20090604/7439c865/attachment.htm
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