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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