Linux-SWAT
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- Feb 13, 2010
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Ok, thx, i'll look at that soon.
As it is now it would break all mesaGL.Is there any reason why we shouldn't put this in the default firmware? That way we don't need to include it in every PND, and if it improves, everything that uses it can automatically improve with it...
We wouldn't get much from that. IIRC the only major thing in 1.x that wouldn't require rendering in MESA and pasting a texture to the screen is the glMap/mesh functions, which would probably be easier to implement myself than a Mesa bridge.It would be nice if unimplemented routines could be handled by mesa.
You can track progress in the "passthru" branch. It doesn't do anything too exciting yet.Any news about the qemu version which "leaks" gl calls to the host os and is binded to lunixbochs opengl wrapper?
https://code.google.com/p/quake2android/source/browse/trunk/jni/src/android/nanogl.h?r=4Is it possible to integrate Nano GL in your Project? ^_^
Woho thats NewsI'm not sure what happened to the hold arrows. They originally worked. I can't remember how aggressively I regression tested. I don't know if it's an issue with my StepMania build or a bug in libGL
You can track progress in the "passthru" branch. It doesn't do anything too exciting yet.Any news about the qemu version which "leaks" gl calls to the host os and is binded to lunixbochs opengl wrapper?
Matter of perspectiveWoho thats NewsIt doesn't do anything too exciting yet.
I'm not yet at compiling games/tools that require GLSL, but that good to knowptitSeb: that's awesome. Glad to have other people using it
The ES2 version should work for making contexts, it just can't translate shaders yet. If you port a shader by hand a basic program will work in theory. I got a spinning cube to render.
As far as I can tell this branch has been merged in to Master, so you should probably just use that.I have compiled and installed the Passthrough branch