Hello there. I've been trying to compile the example codes from the Windows
Mobile 2003 SE SDK from Imagination Technologies for OpenGL ES 1.0 Common
Lite profile. My current commandline is:
arm-wince-mingw32ce-g++ -DARMV4 -D_ARM_ -DUNICODE -D_UNICODE
-DPVRT_FIXED_POINT_ENABLE -DDEBUG -D_WIN32_IE=
Tried setting those by hand, but it generated link errors.
The said simbols actually looks like what I was looking for. Gonna try
those when I get home.
Also worth asking: Is it me or everything in WinMo is ARMv4, right?
cheers
Daniel Monteiro
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performs significantly better (tunned for iwxmmt).Same goes to Nokia N770
(omap1...@200mhz and bigger resolution, tunned for arm926ej-s).
This leads me to belive the graphical subsystem is fundamently crippled with
slow ARM4 code.
Daniel Monteiro
|_|0|_| Linux
I`ve not implemented OpenGL, but rather a simpler software renderer that
sits on top of SDL+SDL_gfx. If it performs well under linux for the same
processor and doesnt under WinMo, than SDL or WinMo is the cullprit - but
since SDL is using GAPI, I hardly suspect of SDL.
cheers
Daniel Monteiro
rror codes? Is this a typical error?
thanks
Daniel Monteiro
|_|0|_| Linux Registered User #424188
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
2010/2
Ok, forget about it. Just got it working.
I will soon write a little guide to get things working and I will let you
guys know, in case you're curious.
thanks for the help.
Daniel Monteiro
|_|0|_| Linux Registered User #424188
|_|_|0|
Ok folks, here is the blog post about compiling OpenGL ES code with CEGCC:
http://batterypoweredgames.blogspot.com/2010/03/compiling-opengl-es-code-with-cegcc.html
Daniel Monteiro
|_|0|_| Linux Registered User #424188
|_|_|0| http