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@ces
I also think Regal builds to somewhere around 200MB, which is insane. glshim is in the <=1MB range.
1. The three branches to try are lunixbochs/master, lunixbochs/unstable, and ptitseb/master.
My unstable has a couple of fixes not in master and should work fine. ptitseb's master has vastly diverged from mine, and has some features mine doesn't (and vice versa), but I would consider the ptitseb branch much less stable. My branch has a big spreadsheet of "how much of the GL spec do I conform to" as well as automated regression tests.
2. glReadPixels and glDrawPixels work fine for GL_RGBA. glCopyPixels isn't implemented, though it would be very easy using the first two *but* it would also be very slow.
3. Mainline is missing FBO support right now. I'll add it at some point.
4. What do you want from an ES 2.x backend? It's a huge task.
Regal tries to do everything with shaders I think, which means it simply cannot do some things like glLogicOp on Android. glshim is explicitly for "I have an OpenGL 1.x compatible game and want to run it on an OpenGL ES 1.x device" and I'm fairly certain there's no real competition to glshim anywhere (the closest things are stubs like jwzgles, which are like 1% of the functionality of glshim).I also believe glshim's OpenGL 1.x support is more complete than Regal's, please correct me if I'm wrong
I also think Regal builds to somewhere around 200MB, which is insane. glshim is in the <=1MB range.
1. The three branches to try are lunixbochs/master, lunixbochs/unstable, and ptitseb/master.
My unstable has a couple of fixes not in master and should work fine. ptitseb's master has vastly diverged from mine, and has some features mine doesn't (and vice versa), but I would consider the ptitseb branch much less stable. My branch has a big spreadsheet of "how much of the GL spec do I conform to" as well as automated regression tests.
2. glReadPixels and glDrawPixels work fine for GL_RGBA. glCopyPixels isn't implemented, though it would be very easy using the first two *but* it would also be very slow.
3. Mainline is missing FBO support right now. I'll add it at some point.
4. What do you want from an ES 2.x backend? It's a huge task.
glshim will be part of the Pyra OS. Historically it was extremely unstable (with very different output and performance between versions), so it made sense to package it with games to ensure compatibility. I don't see why we would need to include it with Angstrom on the Pandora at this point.Can we get this into the official OS release at some point, and if so, can we determine which of all the branches/forks is the best for the job yet?
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