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    Having Trouble Creating An Egl Context

    el_pango, the flush in the GFX_flip routine is redundant - swapping of buffers flushes unconditionally.
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    Learning Excerise Ken's Labyrinth

    better yet, post your mesh- building and drawing code. edit: good to hear you spotted it.
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    Pandora Compile Blender For Pandora; Need Help Pls

    what i see is a thread that contains only two posts by you. am i missing something here?
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    Unique Hardware Id

    a quick browse in the 2.6.35 kernel repo shows that the feature might be available in hw, as it was present in older OMAP generations, but currently is not utilized for OMAP3/4 in the kernel. older gen omaps: http://tomoyo.sourceforge.jp/cgi-bin/lxr/source/arch/arm/mach-omap1/id.c#L148...
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    Gravity - Simple Arcade Game

    saturn, mystery resolved: apparently you seek your resources relatively to the CWD, not relatively to the app path. the problem was that i originally launched the app from the terminal (yes, i'm a osx user who spends most of his machine time in terminals ; ), which passed an unexpected CWD to...
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    Gravity - Simple Arcade Game

    hey, saturn. unfortunately, i could not play it - it gives a BAD_ACCESS under osx10.4 @ppc. crash log in the spoiler.
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    Having Trouble Creating An Egl Context

    el_pango, on a first glance the config attributes you use for obtaining the config might be insufficient - you need EGL_SURFACE_TYPE = EGL_WINDOW_BIT (since that's the type of surface you create later on) and EGL_RENDERABLE_TYPE = { EGL_OPENGL_ES_BIT | EGL_OPENGL_ES2_BIT } depending on what...
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    Opengl 4.1 Has Full Support For Es

    sorry, i just spotted lulzfish's rant. let me address some points. more like 'i'll just have to upgrade my GL drivers.' there's no such thing. the specs specify minimal precision and range properties for the different precision formats available in the language, but that's all (anything more...
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    Opengl 4.1 Has Full Support For Es

    the closed-source issue (which is a result of licensing imgtec's IP) and the level of support are orthogonal matters (TI's sgx ES driver is just as closed source, but it works). intel used some of imgtec's code, but gma500's GL linux stack was largely 'in-house', i.e. tungsten's making. i guess...
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    Opengl 4.1 Has Full Support For Es

    it is. intel don't use imgtec drivers. AAMOF, intel hardly use any GL drivers under linux: http://www.phoronix.com/scan.php?page=news_item&px=ODIxNA http://www.phoronix.com/scan.php?page=news_item&px=ODQxOA bottomline being, there's no such thing as a OEM-supplied GL stack (non-ES) for SGX in...
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    Opengl 4.1 Has Full Support For Es

    some of the most impressive uses of GL i've seen have been from within functional languages. allow me to bring to your attention impromptu. here's an audio-visual live performance in that environment. ps: Maciek did a lot of work on the reverse engineering, down to documenting most of the...
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    Learning Excerise Ken's Labyrinth

    ok, let's try to close the formats question once for all. i've never used glu with ES, so i don't know how that function above would respond, but in ES (both 1.x and 2.0) you need to have the same internalformat and format specifiers to tex(sub)image data. so in case your user data is...
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    Learning Excerise Ken's Labyrinth

    you can drop the while cycle altogether, and rewrite the above for ES as: #ifdef OPENGLES glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cw, ch, 0, GL_RGBA, // apparently format is always GL_RGBA so no need to keep it in a...
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    Learning Excerise Ken's Labyrinth

    ok, then, in that case: GLint colourformat = GL_RGBA; GLint datatype = GL_UNSIGNED_BYTE; switch(texturedepth) { case 1: datatype = GL_UNSIGNED_BYTE; break; case 2: datatype = GL_UNSIGNED_SHORT_4_4_4_4; // or GL_UNSIGNED_SHORT_5_6_5, or...
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    Learning Excerise Ken's Labyrinth

    the above looks a bit iffy. in what cases is texturedepth 1 and 2, respectively - does it have to do anything with the bitdepth of the image buffers? if it has any relation to those, then you may be better off doing something like: GLint colourformat = GL_RGBA; GLint datatype =...
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    Pandora 'Quick Overview' video from ED

    bleem! did not exactly handle it..
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    Openal

    since Exophase did not mention it, here's the web frontend to the Angstrom repo.
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    Learning Ogl And Shaders? This Can Be Of Use To You

    Was that with one of the skinning shaders? if so, and if at that moment you did not have the 27-bone version of the shader (versus 32-bone one), then I could imagine that silently blowing up the system (although, why not immediately, but after some time?). But otherwise Ahmed is not any heavier...
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    Learning Excerise Ken's Labyrinth

    duh, totally forgot about glTexSubImage. of course it should help you. just a remark, though: in the 'create' branch of the control flow, at the glTexImage2D call - if you intention is indeed to just define the texture object, then don't pass valid pointers to data - pass null - it's sufficient...
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    Learning Ogl And Shaders? This Can Be Of Use To You

    Hmm, interesting results there. It seems that using a normalize cubemap could be beneficial on some occasions after all.. I knew keeping it around would pay off eventually ; ) Paeryn, may I ask you to also try the Ahmed model? It's the only mesh that actually has skinning attributes, so the...
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