ext Qole wrote:
On Tue, Jun 2, 2009 at 1:14 PM, <kate.alh...@nokia.com
<mailto:kate.alh...@nokia.com>> wrote:
>________________________________________
>From: maemo-developers-boun...@maemo.org
<mailto:maemo-developers-boun...@maemo.org>
[maemo-developers-boun...@maemo.org
<mailto:maemo-developers-boun...@maemo.org>] On Behalf Of ext Qole
[qole.tab...@gmail.com <mailto:qole.tab...@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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