Thank you very much!

On Thu, Jun 4, 2009 at 2:25 PM, <kate.alh...@nokia.com> wrote:

>
> ________________________________________
> >From: maemo-developers-boun...@maemo.org [
> maemo-developers-boun...@maemo.org] On Behalf Of ext Qole [
> qole.tab...@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@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."
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