Has jwz solved the OpenGL problem?

Discussion in 'OpenGL ES and GLSL ES' started by ibisum, Jun 20, 2012.

  1. ibisum

    ibisum Well-Known Member

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    Some exciting news - jwz ported xscreensaver to iOS:


    http://www.jwz.org/blog/2012/06/i-have-ported-xscreensaver-to-the-iphone/


    He did it by implementing OpenGL 1.3 calls in OpenGLES1.1.


    Does this mean we now have an easier solution for doing OpenGL conversions to Pandora? Who knows? I'm about to go download the code and have a look ..


    What do you guys think?
     
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  2. crow_riot

    crow_riot Well-Known Member

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    just looked at it ... it probably makes it easier to port existing software. but doesn't nanoGL do the same?
     
  3. ibisum

    ibisum Well-Known Member

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    I don't know enough about nanoGL to understand .. but just having the hundreds of GL XScreenSavers running on my iPad right now gives me a lot of hope that it can be useful in this context.
     
  4. crow_riot

    crow_riot Well-Known Member

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    yes, that's for sure. it implements the full opengl 1.3 API (where applicable) which nanoGL didnt. someone should give it a try (looking at you pickle ;) )
     
  5. mcobit

    mcobit Advanced Member

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    That sounds good!


    Is it just a library you link against instead of libgl?
     
  6. Edglex

    Edglex Member

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    This sounds cool. As to what is/isn't implemented, he says in the blog post:

    He also says:

     
    Last edited by a moderator: Jun 20, 2012
  7. Pickle

    Pickle Mega GP Mania

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    interesting, I think the most useful part I think the calllists. Doing a opengl port of alpehone for example might be much easier now.
     
  8. Cloudef

    Cloudef Member

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    What problem exactly? All I see is rambling of API changes, and some wrapper code to port ancient software instead of moving on.
     
  9. Pickle

    Pickle Mega GP Mania

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    Really all these wrappers do is track state changes (glEnable/Disable) and collect vertex info (glVertex) and issue the draw commands when needed.


    For the most part its not a huge problem to convert it to ES API. In the end its just manipulation of the data and states.


    But there are cases where things like call lists can be very intrusive it may not be worth the rewrite, or not the motivation. The one case I mentioned was alpehone, where i just went with the sw render since I didnt want to put in the effort of rewriting the call lists.
     
  10. ibisum

    ibisum Well-Known Member

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    Cloudef: It could be either a) re-write OpenGL code to use GL ES architecture, or B) Plug in jwz's shim code, and rewrite nothing in order to get it running.
     

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