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- 07-29-2010 03:08 PM #291Moderator
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- 07-29-2010 03:44 PM #292Junior Member
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Great work, tom3q.
Is it correct that the hardware is designed for OPENGL es 2.0, while 1.0 is supported by a simulation? And in Android 2.2, which is the first version to support OPENGL es 2.0, we will gain really great 3D performance improvement with your new driver, right?
- 07-29-2010 03:53 PM #293Moderator
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- 07-29-2010 04:47 PM #294Junior Member
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There's some kind of irony there...
S3C6410 sounds like it is made for FroYo (OpenGL ES 2.0) and not all previous incarnations (1.5/1.6/... who have 1.x), yet Samsung doesn't intend to support FroYo.
- 07-29-2010 06:33 PM #295Junior Member
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How did you implement OpenGL?
I think we use mesa with correct middle ware (like dri driver or something else) to implement OpenGL functions.
I have integrated OpenGL 1.1 into x86 platform with Eagle and Mesa, both are open source.
And Mesa supports OpenGL 2.0.
Just some opinions, I hope it helps.
And thanks for your great contribution !
Last edited by victor3615; 07-29-2010 at 06:36 PM.
- 07-29-2010 07:05 PM #296Moderator
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We need OpenGL ES, while Mesa is designed for the full OpenGL implementations. Also, I think that Mesa is too big for use on mobile devices.
I went the standard GLES + simple EGL way.
- 07-29-2010 07:11 PM #297Junior Member
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Thanks for your information.
- 07-30-2010 12:48 AM #298Member
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Maybe this tool could be usefull??
Edit 1:ShaderGen allows you to set the parameters for fixed function rendering through a convenient GUI. With the click of a mouse, ShaderGen creates an OpenGL shader that will produce the same result as the fixed function state you’ve set
Also this article (with code snippets) called "Emulating OpenGL Fixed Functionality" (using shaders).
Greets and thanks for Your work
Last edited by golecpch; 07-30-2010 at 12:58 AM.
- 07-30-2010 01:19 AM #299Moderator
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- 07-30-2010 07:22 PM #300Senior Member
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Replaced shaders with only one "universal" shader. Now it can run Neocore at 19.4FPS but still no textures
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