>compatible with OpenGL ES OS4 ? For example, this french one ? I dont think so As OpenGL ES use array for storing object's geometry you no more use things like this
Regarding, internet resources, except your blog, it seems hard to find Warp3D tutos. Are the internet OpenGL tutos compatible with OpenGL ES OS4 ? For example, this french one ? https://openclassrooms.com/courses/cre ... enfin-de-la-3d-partie-2-2
As thellier already said, a lot of OpenGL tutorials use the old glVertex*() style of submitting vertex data. While that's easy to use, it's also the slowest method and really shouldn't be used any more.
As for OpenGL ES 2 tutorials, I've found that a lot of them are in Java for Android, or Objective-C for iOS. They also almost always have plaform specific code for setting up the screen and buffer swapping. It's a little disappointing that the various platforms don't all provide GLUT by default, or at least use the EGL standard.
So, the GL ES 2 tutorials may work, but will have to be adapted.
Hans
p.s., Be aware that OpenGL ES 2 isn't backward compatible with OpenGL ES 1. GL ES 2 is a pure shader based graphics API; the old fixed pipeline stuff is gone.
I've also been working on a very cut down SDL 1.x that can open a screen/window for OpenGLES2 and handle basic mouse/keyboard events and nothing else. I might release it on os4depot if anyone is interested. Hopefully someone will update SDL 1 and 2 in time.
Thanks for your tutorials. They are simple and well explained. Nova seems to be simpler that I could imagined. I am interested in your future tutorials even I don't fill your survey because I don't want to buy a new hd card for my sam flex. May be yes if I buy a 5040.
Since a lot of months without an amiga to love, I was lost. Now I feel happiness again with a Sam Flex 800 .
OpenGL ES2 and OpenGL 3.3 are basically the same thing, so there are those tutorials too.
Not quite, but close enough. OpenGL 3.3 has some extra features, so you need to restrict yourself to a subset. Mind you, Warp3D Nova is still a work-in-progress, so there are still GL ES features that are on the to-do list.
Thanks. I hadn't seen that one before. Do you know if it can use altivec?
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I've also been working on a very cut down SDL 1.x that can open a screen/window for OpenGLES2 and handle basic mouse/keyboard events and nothing else. I might release it on os4depot if anyone is interested. Hopefully someone will update SDL 1 and 2 in time.
Nice!
I haven't used it yet, but GLFW looks good. SDL's got a lot of 2D code you won't use if you're doing OpenGL stuff.
@yescop Quote:
Thanks for your tutorials. They are simple and well explained. Nova seems to be simpler that I could imagined. I am interested in your future tutorials even I don't fill your survey because I don't want to buy a new hd card for my sam flex. May be yes if I buy a 5040.
Thanks. You can still fill in the survey, and just add a note about hardware limitations. A few others have mentioned the Sam440-flex + SI graphics card difficulty too, and that's also useful feedback.
SDL2 has the ability to use hw accelleration on 3D (or so i was tought).
Will SDL2 apps be able to profit from that (speed-wise) once this is picked up/made available by the driver?
It's hard to say, as it depends how a game uses SDL2. If it uses SDL2 + OpenGL, then it definitely should benefit speed-wise. Pure SDL games may also benefit if they use hardware accelerated surfaces and the SDL port uses OpenGL effectively. Any SDL software that uses software surfaces only won't benefit at all, because the rendering is all done in software.
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ResidualVM (and to an extent ScummVM as it doesn't really use OpenGL)
It does have an OpenGL backend, although I don't know how much it's used. The Myst3 game code also has OpenGL.
Hello, I'm working on a wrapper EGL OpenGLES 2.0 that will allow us to make portages or creations easily. The goal is easy integration into an existing engine. Currently it works well and allows you to run almost all demos provided in OpenGLES 2.0 samples (Just 2 demos unsupported by NOVA on native functions) This library is still in beta and is not considered stable. It begins to allow to run a minimum OpenGLES 2.0 via EGL I need beta testers to find potential bugs and also try to fully optimize this wrapper. I know it is not easy to find developers and especially the time to work with. I am sure that NOVA can allow us to take off our AmigaNG I believe in strongly and I believe what I see, according to tests conducted by myself I concluded that there really the power under the hood. Hans made a sacred work and trying to get things done but many have left the ship and no longer believe in the AmigaNG unfortunately. If you are interested to get things contact me by mail to nouvel.hugues (AT) free.fr
All new features will be added in the future: The key is that in the end we can do portages, creation of new games, etc .. démomaking for our machine as simply as possible without taking the head and re-learn a new library
The library supports virtually all functions of opengles.library simplifying to the maximum to avoid that complicate life - Full keyboard support - The joypad support (lowlevel.library) in writing yard of a sample code - The window mode - Full screen mode - Limit fps (option in GUI reaction) - Frame rate display function (option in GUI reaction) - Selection Screen depth (option in GUI reaction) - Vsync (option in GUI reaction) - Iist of screen (option in GUI reaction) - PNG Image natively with alpha - Uncompressed TGA image with alpha - MiniGlutES planed (for ease glut OpenGLES view) - Sound Effects via datatype planed
You must of course have the thumb Enhancer beta test pack because I would supply my library egl_wrap, thank you for your understanding
@Huno Sorry for being dumb, but that is another different library, which will have different functions, and which, coder should learn, right ?
I mean, all what we need after ogles2.library will be done, it is:
1). opengl.library, which will give porters ability, to easy port sdl1/opengl, sdl2/opengl or pure opengl stuff without changing code. I.e. the same as it was with minigl. It can sti or on top of ogles2.library, or better on top of NOVA to avoid code in the middle.
2). minigl.library stub which tranfer all calls to NOVA directly, so, all previous applications which was compiled with/for minigl support, can be used with no problems and they will be faster.