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Windows CE supportHi 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 ------------------------------------------------------------------------------ Come build with us! The BlackBerry® Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9-12, 2009. Register now! http://p.sf.net/sfu/devconf _______________________________________________ Freeglut-developer mailing list Freeglut-developer@... https://lists.sourceforge.net/lists/listinfo/freeglut-developer |
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