There is also Mesa EGL/ES2 on X11 Ubuntu 12.04, that I've seen in action.
Which seems handy for cross-developing for Android, etc.
Just recently I noticed that freeglut now supports EGL/ES2 as an...
Type: Posts; User: nigels
There is also Mesa EGL/ES2 on X11 Ubuntu 12.04, that I've seen in action.
Which seems handy for cross-developing for Android, etc.
Just recently I noticed that freeglut now supports EGL/ES2 as an...
Another option: NV_path_rendering
https://developer.nvidia.com/gpu-accelerated-path-rendering
- Nigel
Regal.h can be used with REGAL_NO_ENUM=1, REGAL_NO_TYPEDEF=1 and REGAL_NO_DECLARATION=1 to limit things to the typedefs.
It's a big header, but it avoids pulling in windows.h and so on.
And it...
I've seen X11+EGL+ES 2.0 on L4T (Linux for Tegra).
https://developer.nvidia.com/linux-tegra
- Nigel
There is a Python-based GL API description as part of https://github.com/p3/regal, as one other alternative.
Specifically, https://github.com/p3/regal/blob/master/scripts/gl.py.
- Nigel
Call me old school, but the blue book always referred glBegin, right?
- Nigel
Generally the viewport should be determined by the Windowing system - not fiddled by the application for viewing.
A full screen quad with well chosen texture coordinates ought to do the job.
-...
I'd say - that depends. What we're finding with Regal are a whole lot of use-cases
that are fairly platform specific, along with the general desire to slim things in
various ways. Diagnostics in...
Not sure if it's been mentioned on this thread already - NV_path_rendering https://developer.nvidia.com/nv-path-rendering
It's vendor-specific, at this point in time.
- Nigel
That sounds familiar! :-)
I think I ought to mention here that GLEW does have a "subset" mode (undocumented, and
in a separate branch) which allows for opting-in on an extension-by-extension...
There are some databases for EGL and GL ES as part of Regal
located at https://github.com/p3/regal/tree/master/scripts
See egl.py and gl.py in particular.
- Nigel
If you find a solution to this, it would be a handy thing to add to Regal.
Let us know!
- Nigel
I'd suggest running the glew tool bundled with GLEW to see what OpenGL is reporting in terms of GPU, available extensions and GL version.
http://glew.sourceforge.net/
- Nigel
I disagree - as a Computer Science grad that has worked with a LOT of "real" engineers over the years - I've seen OpenGL put to various ingenious uses.
I think it would be a shame if OpenGL itself...
When I was teaching intro OpenGL at a university I grappled with "modernizing" too.
I expect the content has evolved since then, but I hope students are not struggling
with arrays and pointers and...
Try and be patient, there tends to be an assumption on Windows that all builds happen in Visual Studio.
Getting compiler and linker paths can be tricky as a consequence of that.
I'd expect...
Regal has CGL as a Python file: https://github.com/p3/regal/blob/master/scripts/cgl.py
In principle this could be converted to and from .spec, .xml, or whatever.
Some of the CGL entry points are...
Indeed. Drawing pixels. Into a window. Or perhaps into a .png file. Or streaming h264 to an iPad. But I shouldn't need a GUI API to get a workable OpenGL context.
And it shouldn't matter...
I wasn't suggesting OpenGL is concerning with networking or pixel data transfer.
I'm pointing out that with CUDA (for example) I can allocate GPU resources, do the computation, put the result in a...
Nice video. Thanks for the link.
- Nigel
Times have changed. I want to stream pixels from my hefty uber-SLI multi core desktop to my iPad. Why should I need to haggle with the server GUI (if any) for that?
Just saying.
- Nigel
Regal now supports OpenGL 4.3.
https://github.com/p3/regal
- Nigel
On windows it's a wgl responsibility to create an OpenGL context.
I agree it would be nice to have a way to create a truly GUI independent one,
I do a lot of work with ssh and would rather not...
Yes, you're stuck. I'd point to it a bit more being a Windows limitation, than a GLEW one, is all.
- Nigel
There is a rule of thumb that an OpenGL extension needs to be an OpenGL extension (say, for performance reasons) rather than a library layered on OpenGL.
- Nigel