Chris,

I've also done some work toward pure EGL support, intending to improve support 
for Android in OSG.  How far along is your EGL work?  I've got most of the EGL 
context and surface management done in implementations of 
osg::GraphicsContext::WindowingSystemInterface and osgViewer::GraphicsWindow.

I could separate the pure EGL calls from my Android-specific code to create a 
osgViewer::GraphicsWindowEGL that implements

closeImplementation()
makeCurrentImplementation()
realizeImplementation()
releaseContextImplementation()
swapBuffersImplementation()

Then, it would be straightforward to subclass GraphicsWindowEGL to make a 
GraphicsWindowAndroid or a GraphicsWindowLinuxEGL that would implement the 
remaining virtuals like GraphicsWindow::checkEvents().

Thoughts?

James Athey
APX Labs

From: Chris Hanson <[email protected]<mailto:[email protected]>>
Reply-To: OpenSceneGraph Users 
<[email protected]<mailto:[email protected]>>
Date: Monday, October 15, 2012 10:14 AM
To: 
"[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Subject: Re: [osg-users] X11 Trouble, Building OSG with OpenGL ES 2.0

my current system is running with a X11, but it would be nice just to kick it?
Did you get it running without x11?

Yes. However, there was a lot of OSG Windows and Linux support code that needed 
writing and updating in order to support pure EGL calls (instead of EGL calls 
that also rely on X11), so we ended up creating the EGL context outside of OSG 
and using osgViewerEmbedded, which worked ok.

If you're interested in having full and proper EGL support, we could possibly 
pick up the work I began, and finish it in a reasonable amount of budget.

--
Chris 'Xenon' Hanson, omo sanza lettere. 
[email protected]<mailto:[email protected]> http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR 
• Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android

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