new release soon. So far I have taken care of (2) and (3) below. I
moment. But if you have other specific changes that should be put
into the code, please submit them and I will handle them. Please
- John F. Fay
>Hi everyone,
>
>I am a windows mobile developper and recently I wanted to play with openGL
>ES and I found a glut|es project based on freeglut.
>Unfortunately it doesn't work with my device using opengl es
>implementation from Qualcomm,
>so I wanted to restart from latest trunk and apply some patch.
>I was surprised to see some preliminary work and a project targetting
>embedded Visual Studio (eVC)
>but when I imported it inside VS2005 there was a lot of errors so I have
>started to make some changes.
>
>To sum up what was necessary:
>
>1) on mobile device we used opengl ES and not openGL and includes are
>slighly different because we include
>generally <GLES/gl> and <GLES/glues.h> so I have added a GLES folder
>inside include folder with a glutes header.
>Another option would be to add a folder GLES with inside a header that
>would redirect to freeglut_std.h as you already do for desktop platform.
>
>2) On wince there is no errno so you should protect include by #if
>HAVE_ERRNO ...
>
>3) Normally opengl es doesn't define the following definitions and code
>using it should be protected
>
>
>#define GL_ACCUM_RED_BITS 0x0D58
>#define GL_ACCUM_GREEN_BITS 0x0D59
>#define GL_ACCUM_BLUE_BITS 0x0D5A
>#define GL_ACCUM_ALPHA_BITS 0x0D5B
>
>
>#define GL_RGBA_MODE 0x0C31
>#define GL_DOUBLEBUFFER 0x0C32
>#define GL_STEREO 0x0C33
>
>
>However I have defined them in my local opengl es include but maybe it
>would be safer to protect
>them by a #ifndef _WIN32_WCE.
>
>Finally and this is my biggest issue, in freeglut_display.c you are using
>SwapBuffers on windows platforms
>but it doesn't exist on windows ce so I wanted to use the same code as
>glutes but this is not possible anymore.
>Indeed it was using the following lines :
>
>if(fgStructure.Window->Window.SurfaceType == EGL_WINDOW_BIT)
> {
> eglSwapBuffers(fgDisplay.eglDisplay,
>fgStructure.Window->Window.Surface);
> }
> else if(fgStructure.Window->Window.SurfaceType == EGL_PIXMAP_BIT)
> {
> InvalidateRect(fgStructure.Window->Window.Handle,
> NULL, FALSE);
> }
>
>but fgStructure had changed and doesn't have a eglDisplay anymore or at
>least I don't know how to get it.
>
>Any idea on how to fix it ?
>
>One last thing you should create a build folder with inside the following
>folder :
>
>
>+ build
> msvc
> msvc-ce
> ...
>
>
>It would be cleaner that having some folder for each configuration
>Visual2008Static, Visual2008, ...
>I am ready to help you with this.
>
>Would it be possible to create a branch for me to add support for OpenGL
>ES ?
>Or maybe I could post regularly some patch to be integrated because ?
>What is the best option ?
>
>
>
>Regards
>
>Vincent Richomme
>
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