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javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#361
There's a lot of differences. You could even potentially emulate 1.1 using 2.0, but doing the opposite would be very difficult.
 
nowave7's Avatar
Posts: 245 | Thanked: 62 times | Joined on Jan 2009 @ Bad Homburg, Deutschland
#362
Originally Posted by javispedro View Post
There's a lot of differences. You could even potentially emulate 1.1 using 2.0, but doing the opposite would be very difficult.
Yeah, found that the 2.0 is not backward compatible with 1.1, so no luck there
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Posts: 25 | Thanked: 8 times | Joined on Feb 2009 @ Venezia
#363
Originally Posted by JustNick View Post
Maybe we can wait a little longer without complaining, I'm sure our NITs will have a wonderful christmas present
I'm not complaining but... I wish my NIT had it's christmas present!
 
Stskeeps's Avatar
Posts: 1,671 | Thanked: 11,478 times | Joined on Jun 2008 @ Warsaw, Poland
#364
A teaser from a tool called 'glinfo':

**********************************

OpenGL vendor string: Imagination Technologies

OpenGL renderer string: PowerVR MBXLite with VGPLite

OpenGL version string: OpenGL ES-CM 1.1

OpenGL extensions:

GL_OES_byte_coordinates GL_OES_compressed_paletted_texture GL_OES_fixed_point GL_OES_point_size_array GL_OES_point_sprite GL_OES_matrix_get GL_OES_read_format GL_OES_single_precision GL_IMG_texture_compression_pvrtc GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_OES_query_matrix GL_IMG_vertex_program GL_IMG_texture_stream GL_OES_matrix_palette GL_OES_draw_texture GL_IMG_read_format GL_IMG_texture_format_BGRA8888 GL_EXT_multi_draw_arrays



**********************************

PVR_SRVUM:

PVR_SRVUM: Texture allocation HWM = 85 bytes



**********************************

Config num 8

EGL vendor string: Imagination Technologies

EGL version string: 1.2 build 3.5.35.630

EGL extensions:

EGL_IMG_power_management

EGL config Attributes:

EGL_CONFIG_ID = 0x8

EGL_BUFFER_SIZE = 0x10

EGL_ALPHA_SIZE = 0x0

EGL_BLUE_SIZE = 0x5

EGL_GREEN_SIZE = 0x6

EGL_RED_SIZE = 0x5

EGL_DEPTH_SIZE = 0x18

EGL_STENCIL_SIZE = 0x0

EGL_CONFIG_CAVEAT = 0x3038

EGL_LEVEL = 0x0

EGL_MAX_PBUFFER_HEIGHT = 0x400

EGL_MAX_PBUFFER_PIXELS = 0x1fc000

EGL_MAX_PBUFFER_WIDTH = 0x7f0

EGL_NATIVE_RENDERABLE = 0x0

EGL_NATIVE_VISUAL_ID = 0x0

EGL_NATIVE_VISUAL_TYPE = 0x3038

EGL_SAMPLES = 0x0

EGL_SAMPLE_BUFFERS = 0x0

EGL_SURFACE_TYPE = 0x1

EGL_TRANSPARENT_TYPE = 0x3038

EGL_TRANSPARENT_BLUE_VALUE = 0x0

EGL_TRANSPARENT_GREEN_VALUE = 0x0

EGL_TRANSPARENT_RED_VALUE = 0x0

Problems reading from a client. Disconnecting

Disconnecting client 133
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#365
Oh man!!! When???
 

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#366
great news.
Any idea if we are gonna see opengl in maemo4 or this is just for mer ?
 
Stskeeps's Avatar
Posts: 1,671 | Thanked: 11,478 times | Joined on Jun 2008 @ Warsaw, Poland
#367
The idea is to have them both in Diablo and Mer (and whoever else wants them)

To clarify what I posted: We got over a bad bug that caused the drivers not to work at all on Nokia N8x0s.

Now they initialize, but there is still work to be done to fit better with the N8x0 framebuffer setup. I had a demo application rendering something to the framebuffer in full resolution and showing it on the screen (as far as I can tell) and the tests of the different MBX driver services were fine. PVR2D worked as well.

We are also currently waiting for a proper distribution of the libs in order to have people able to use them without worrying about legal issues. I don't expect too much movement on this matter before new years.

The important thing is that today was a big breakthrough in terms of getting GLES to N8x0. Please be patient while we get things better. If you have deep knowledge of OMAP2 / N8x0 kernel specifics, come and prod me on IRC and you can help out.
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As you go on to other communities, remember to build them around politeness, respect, trust and humility. Be wary of poisonous people and deal with them before they end up killing your community.. Seen it happen to too many IRC channels, forums, open source projects.
 

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Posts: 46 | Thanked: 6 times | Joined on Sep 2008
#368
> Please be patient while we get things better.
As if we'd have a choice It is clear that nothing is going to happen before NY. But even approximately - would it be matter of couple of months? Or rather summer 2010? Or next Xmas?
 

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javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#369
More jaw dropping teasers!

All credit goes to Stskeeps, who did what I considered a month's worth of work!

How it should look (screenshot taken from a N810 running a ES 1.1 sample):


How it looks (picture taken with a N900 of the same N810):

(^^ say hello to a OpenGL ES 1.1 capable N810 )

As you can see, there's still some work to do, but the results are promising... and full screen!.

Thanks again everybody who is making this possible.

Last edited by javispedro; 2009-12-27 at 20:52.
 

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#370
Just a stupid question: what would be the practical applications for the 3d acceleration? The N8x0 tablets are so marginal products that there aren't a lot of new applications or games coming to take advantage of this.

I guess also the included Wayfinder app won't be able to use the 3d acceleration as it was written to use software rendering?

So correct me if I'm wrong, the biggest benefit would be for future releases of Mer, if they want to implement some fancy UI stuff?
 

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