Code::Blocks with C/C++ Compiler


When i renember right then you can add newer/seperate Libraries with mounted Codeblocks from the Sourcecode:

./configure prefix=/mnt/utmp/codeblocks/usr/
make
sudo make install

Learned a bit from Ptitseb and hope this ist right :D

Edit:
Dont forget compiling Software on Fat32 Partitions is a bad Idea and can cause many Errors.
An Ext Partition is recommend for compiling and a Swap Ram is often helpfull too.
 
Nice to read :)
Maybe it helb a bit when you compile the latest GLSHIM for 3D Things?
I would try that when your Results have grafical Errors.
 
I tried to compile some sdl2 code on the pandora, but got an error in return.
So i tried if i could compile anything at all, by choosing a simple "hello, world" program and got the same error message.
The file "libisl.so" seems to be missing when i try to compile anything with code blocks (current version in the repo).
Anyone had this problem before?
 
@Ellorion : do you enter your password when it ask it as launch? That lib is inside the pnd, if it doesn't find it it's probably because the ldconfig command has not been launched (and this one need sudo password).
 
@ptitSeb : That fixed that problem, guess I typed in the wrong password the other time. Code is working without any problems or changes now, thx :) (The 5 fps on the pandora is horrible with sdl2... :mad:)
 
@ptitSeb : That fixed that problem, guess I typed in the wrong password the other time. Code is working without any problems or changes now, thx :) (The 5 fps on the pandora is horrible with sdl2... :mad:)
Use LIBGL_FB=1 for SDL2.

SDL2 use OpenGL for rendering. But default it will use desktop opengl (using glshim), and it will work better if you choose a fullscreen mode (preferably 800x480) and use export LIBGL_FB=1.
Avoid changing the texture as much as you can, it's probably the most taxing operation on GL on the Pandora...
 
If I set LIBGL_FB or not, I'm still only getting 5-6 fps in fullscreen (no borderless window). Guess I'm doing something very wrong... I have a texturemap, where I draw letters on, so I can create text out of that. So it shouldn't be that slow.
 
SDL2 use OpenGL for rendering. But default it will use desktop opengl (using glshim)
Is there a simple way to get a real OpenGLES context again? I want to access GLES extensions, but that doesn't seem to be possible through glshim.
 
Yes.

Try with
Code:
export SDL_VIDEO_GLES2=1
export SDL_VIDEO_GL_DRIVER=libGLESv2.so
to use GLES2, or change driver by libGLES_CM.so for gles1.1 (but glshim should expose mostly all extension, which one are you missing?).
And don't forget to ask for a GLES context in your SDL2 game.
 
I was particularly interested in GL_OES_draw_texture, but also in GL_OES_mapbuffer as GLEW doesn't seem to play nice when just straight compiling my desktop code. I can probably just roll out my own there, but then I could also just use a GLES context directly while I'm at it.

I'm trying to get a GLES 1.1 context. Setting the environment variables ends up like this:
SDL: Forcing GLES2 driver
X11_GLES_LoadLibrary(0x17850, (null))
SDL_EGL_LoadLibrary(0x178350, (null), ...)
SDL Error: Invalid window

Setting the GLES2 lib as test instead doesn't really change the result.
Now regarding asking for a GLES context in SDL 2, what else is required exactly?
I've found stuff along the lines of
Code:
SDL_GL_SetAttribute( SDL_GL_CONTEXT_EGL, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 0 );
Didn't make much difference.

Maybe I'm missing something obvious here.

Thanks for your time btw. I really appreciate it.
 
I have never succeed in using GL_OES_draw_texture. It never draw anything for me. That's a shame, because it sound simple to use, but I always get nothing...

For mapbuffers, they are supported in glshim, and works in all the examples I have found.

Setting up a GLES 1.1 context should works in SDL2, but I have never tested, as I always use glshim in that case.
I have created that SDL_VIDEO_GLES2 environnement variable for that. But, dispite the name, it force OpenGL to not load and let GLES lib load, but the other environnement variable is needed to defined the name of the lib to load.

Creating a GLES 1.1 context should be done with
Code:
SDL_GL_SetAttribute( SDL_GL_CONTEXT_EGL, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
 
@ptitSeb
I think found a typo in glshim (src/GL/loader.c) experimenting with code.
Code:
static const char *gles_lib[] = {
#ifdef USE_ES2
    "libGLESv2_CM",
    "libGLESv2",
#else
    "libGLESv1_CM",
    "libGLES_CM",
#endif // USE_ES2
    NULL
};
but we don't have a libGLESv1_CM.so ...only libGLES_CM.so
 
ok but it was requested on pandora setting a GLES context, i have to copy and rename the lib to go further.
 
i try without glshim like you said in precedent post with elvisstainjr

export SDL_VIDEO_GLES2=1
export SDL_VIDEO_GL_DRIVER=libGLESv2.so
[doublepost=1460670171,1460669591][/doublepost]
uhmm really odd...all this was in the morning now when i restarted my pandora don't have this....so sorry for false alarm.

no is back:
i have
LIBGL: Initialising glshim
SDL: Forcing GLES2 driver
X11_GLES_LoadLibrary (0x96a88, (null))
SDL_EGL_LoadLibrary (0x96a88, (null))
Couldn't open LibGLESv1_CM.so.1: libGLESv1.so.1: cannot open shared object file: No such file or directory
 
Last edited:
I've settled with just using glshim and loading what I need manually for now, since I couldn't get GLES to work. Kind of works, so no biggie.
I've found glMapBuffer to be very slow, though, so I'll just stay with glSubBufferData. It was worth a try, I guess.
 
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