[osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)
robert.osfield at gmail.com
Wed Nov 18 01:36:37 PST 2009
Thanks for the info about Mesa and GLES. Linux has the makings of a
great GLES platform once the distro's start being able to install GLES
Porting the OSG to Nokia's Meamo. Andriod would be nice as well but
being a Java platform it introduces some interesting technical issues.
Does anybody have any expertise on Meamo and Android development?
On Wed, Nov 18, 2009 at 6:35 AM, J.P. Delport <jpdelport at csir.co.za> wrote:
> 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:
> 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
> 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/.
> From: Chia-I Wu
> Hi list,
> I am working on a project to bring Mesa to Android on x86 (intel)
> From: Daniel Stone
> Subject: Re: [Mesa3d-dev] Android support
> 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.
> 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
>> 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.
>> osg-users mailing list
>> osg-users at lists.openscenegraph.org
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