[osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

J.P. Delport jpdelport at csir.co.za
Tue Nov 17 22:35:07 PST 2009


Hi Robert,

thanks for all the good news.

Just a heads up... There's been some es-2.0 goings on in Mesa as well. 
Some clippings from mesa3d-dev:

---8<---

From: Chia-I Wu
Subject: [Mesa3d-dev] [PATCH 0/6] Make opengl-es-v2 branch work
Date: Fri, 6 Nov 2009 18:11:15 +0800

Hi,

This patch series is against opengl-es-v2 branch....
With this patch series, one may

$ make linux-opengl-es
$ make install

in the top directory of mesa.  It will install EGL, an EGL driver, and
OpenGL ES state trackers.  There are some demos for OpenGL ES that can
be found in progs/es1/xegl/ and progs/es2/xegl/.

---8<---

From: Chia-I Wu
Hi list,

I am working on a project to bring Mesa to Android on x86 (intel)
netbooks

http://www.gitorious.org/android-eeepc

---8<---

From: Daniel Stone
Subject: Re: [Mesa3d-dev] Android support
Hi,

On Tue, Nov 10, 2009 at 03:21:35PM -0700, tom fogal wrote:
 > We've got an app we'd like to port to `another' mobile platform,
 > but shaders are a sine qua non for us.  AFAICT Apple's offerings
 > are the only thing on the market which offer anything beyond fixed
 > functionality.  If it was reasonably possible to get your code working
 > on an Android phone, such a device would probably be our next target...

IMG's OpenGL ES 2.0 drivers, proprietary though they are, support all of
2.0.  The Nokia N900 ships with them.

Cheers,
Daniel

---8<---

cheers
jp


Robert Osfield wrote:
> Hi All,
> 
> Over the past week I've had my head down beavering away on porting the
> OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work
> is now complete and checked into svn/trunk.  While doing the
> refactoring work I also took the opportunity to add support for OpenGL
> ES 1.1, and open the door to supporting OpenGL 3.x - a door which Paul
> Martz walked through and completed the refit/decorating ;-)
> 
> With the bulk of the porting work done and checked my focus will now
> turn back towards the community, both in looking for assistance on
> testing these new OpenGL targets out, and also porting across to
> different embedded and desktop platforms.   For instance I now know
> that the OSG is compiling under QNX with OpenGL ES, but alas we don't
> yet have any CMake build support in place, also now we support OpenGL
> ES it should be possible to provide a port to the iPhone/iTouch and
> other embedded platforms.  Support for creating graphics GL3 contexts
> under GLX isn't yet done as well.  I don't have the hardware/SDK to
> try out all these different targets, but this is why the OSG community
> has been historically very strong - almost all out platform ports have
> been done by members of the community.  If you have the itch in any of
> these areas please chip into this thread and we can coordinate out
> efforts.
> 
> Another side of my finally being able wrap up the OpenGL ES ports is
> that I'll finally have much more scope for catching up with
> osg-submissions, and start getting dev releases out the door and work
> towards getting the next stable release out.  There should also be
> more opportunities for me to chase up on various outstanding
> design/implementation issues.  Please be patient though, I can't
> suddenly tackle everything at once - my first priority is getting up
> to date with submissions and a dev release out the door, and tidying
> up the new OpenGL ES ports.
> 
> Cheers,
> Robert.
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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