Hi,

At N900 adaptation team F2F meeting, someone mentioned missing or weird looking objects with current Handset UI applications. I'm not the expert in this area, but over year ago we had kind of similar issues with slightly different Desktop OpenGL stacks that did not support combined depth&stencil buffers. And Qt was unfortunately not covering the issue with software or other available options.

So, I started to wonder that if Qt's inner rendering stacks differ between our devices, all developers dealing with the related bugs should be aware of that in general - but where do we have this information ?


Well, hopefully the issue was just some cosmetic bug, but still such info would help bug fixing and to understand performance comparisons better.

I listed the GL extensions from Qt sources below, we could start by bolding the ones in use for example. So, if you are aware of these from the running Meego reference device aspect, please point out the real situation. Probably some comparing of differences to situation on ARM/GLES2. I'm not even that familiar with GLES2 but I assume that the situation with "GLES2-only" approach would lease the differences in applications side (qt rendering) ? someone aware of the reality there, please comment.


GLX:
GLX_ARB_get_proc_address
GLX_SGI_video_sync
GLX_EXT_texture_from_pixmap
GLX_EXT_visual_info
GL:
GL_ARB_fragment_program
GL_ARB_multisample
GL_ARB_pixel_buffer_object
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_EXT_bgra
GL_EXT_framebuffer_object
GL_EXT_framebuffer_blit
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_SGIS_generate_mipmap
GL_NV_float_buffer
GL_EXT_packed_depth_stencil

New in 4.7
GL_OES_compressed_ETC1_RGB8_texture
GL_IMG_texture_compression_pvrtc
GL_ARB_fragment_program
GL_ARB_fragment_shader
GL_ARB_shader_objects
GL_ARB_ES2_compatibility


regards,
- Teemu
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