Blue Ion
Member
Well, I want to port some games to the pandora that uses OpenGL. Since my experience with OpenGL is 0 and my code handling is limited at best, a proper Opengl translation is definitely off my limits.
So instead, I'd like to just wrap everything in the meantime while I learn some OpenGL.
What is the status on the OpenGL to OpenGL ES wrappers that so much got talked about some time ago?
Pickle uses NanoGL to do the job on the various Quakes, and Adventus has an other wrapper here, though he says it isn't ready for prime time yet, or so he said.
As for NanoGL, I haven't found the sources for it, and I'd like to ask them if they are free for use so I could try them and see if they are any good outside the quake games, (though after seeing the limited success for RTCW I have my doubts).
No hurries though, my Pandora broke down and I'm waiting to send it so the OPT team can have some really well tested units and avoid more of these problem nastiness.
I took a look to Neverball, since I like the game and could control well with the nubs or even the touchscreen.
So far, the biggest offender on the game is the use of display lists on much of its drawing, and the usual quads and probably matrix operations. If the wrappers are of no use, I'm going to try to target OpenGL ES 1.1 so it could be ported to other devices like the wiz, and avoid, for now, replicating a lot of the remaining fixed pipeline code in shaders.
OpenGL ES 1.1 can be considered a subset of OpenGL 2, right? I mean, perhaps with the exception of the fixed point numbers, everything in OGLES1 is in OGL2. I planned to get rid of such offenders first on normal OpenGL (ie: make everything use vertex arrays) before I tackled the pandora as it will be easier to work and debug.
So instead, I'd like to just wrap everything in the meantime while I learn some OpenGL.
What is the status on the OpenGL to OpenGL ES wrappers that so much got talked about some time ago?
Pickle uses NanoGL to do the job on the various Quakes, and Adventus has an other wrapper here, though he says it isn't ready for prime time yet, or so he said.
As for NanoGL, I haven't found the sources for it, and I'd like to ask them if they are free for use so I could try them and see if they are any good outside the quake games, (though after seeing the limited success for RTCW I have my doubts).
No hurries though, my Pandora broke down and I'm waiting to send it so the OPT team can have some really well tested units and avoid more of these problem nastiness.
I took a look to Neverball, since I like the game and could control well with the nubs or even the touchscreen.
So far, the biggest offender on the game is the use of display lists on much of its drawing, and the usual quads and probably matrix operations. If the wrappers are of no use, I'm going to try to target OpenGL ES 1.1 so it could be ported to other devices like the wiz, and avoid, for now, replicating a lot of the remaining fixed pipeline code in shaders.
OpenGL ES 1.1 can be considered a subset of OpenGL 2, right? I mean, perhaps with the exception of the fixed point numbers, everything in OGLES1 is in OGL2. I planned to get rid of such offenders first on normal OpenGL (ie: make everything use vertex arrays) before I tackled the pandora as it will be easier to work and debug.