OpenGL ES 1.x/SDL 1.3 tutorials

Hello, All!

I have ported a part of NeHe OpenGL tutorials and other ones to SDL 1.3 and
OpenGL ES 1.x.

If someone is interested in this, check out at my site:
http://embedded.org.ua/opengles/lessons.html

I’ve tested out all my ports on QNX 6.4.1M4 using hardware and software
OpenGL ES 1.0 only, but source code is crossplatform.

With best regards, Mike Gorchak. E-mail: mike at malva.ua

Hello, All!

I have ported a part of NeHe OpenGL tutorials and other ones to SDL 1.3
and

OpenGL ES 1.x.

If someone is interested in this, check out at my site:
http://embedded.org.ua/opengles/lessons.html

I’ve tested out all my ports on QNX 6.4.1M4 using hardware and software
OpenGL ES 1.0 only, but source code is crossplatform.

With best regards, Mike Gorchak. E-mail: mike at malva.ua

Hi,

you mean there is a opengl es video backend with SDL ?
Dooh, you mean SDL 1.3 supports it …
Last time I tried to compile it for wince it didn’t work.On Tue, 5 May 2009 20:59:33 +0300, “Mike Gorchak” wrote:

And I have also emailed projects for VisualCE and SDL_Image but it still
not available.
If you don’t like contributions I can stop now just tell me …

Hello, Vincent!

I have ported a part of NeHe OpenGL tutorials and other ones to SDL 1.3
VR> and

OpenGL ES 1.x.
If someone is interested in this, check out at my site:
http://embedded.org.ua/opengles/lessons.html
I’ve tested out all my ports on QNX 6.4.1M4 using hardware and software
OpenGL ES 1.0 only, but source code is crossplatform.

VR> you mean there is a opengl es video backend with SDL ?
VR> Dooh, you mean SDL 1.3 supports it …
VR> Last time I tried to compile it for wince it didn’t work.

Maybe, maybe … As far as I know Holmes Futrell did the huge amount of work
to add OpenGL ES 1.1 support into SDL 1.3 (on iPhone) and I have fixed a bit
all ES stuff in SDL to add support for QNX (OpenGL ES 1.0) and transparent
OpenGL ES 1.x support for future platforms.

With best regards, Mike Gorchak. E-mail: mike at malva.ua

Hello, Vincent!

VR> And I have also emailed projects for VisualCE and SDL_Image but it
VR> still not available.
VR> If you don’t like contributions I can stop now just tell me …

You need to contact Sam Lantinga, or post your fixes/patches to
http://bugzilla.libsdl.org/ where Sam or Ryan can see them. I’m responsible
for QNX port only, not for whole SDL :slight_smile:

With best regards, Mike Gorchak. E-mail: mike at malva.ua

Hello!

Heh, it wasn’t a huge amount of work (just changing out a few functions
mostly) but yes, there is an OpenGL ES renderer present for iPhone
support now.

That’d be pretty sweet if they could get up and running on iPhone …
I’ll have to try this later though :frowning:

  • Holmes

Mike Gorchak wrote:> Hello, Vincent!

I have ported a part of NeHe OpenGL tutorials and other ones to SDL 1.3
VR> and

OpenGL ES 1.x.
If someone is interested in this, check out at my site:
http://embedded.org.ua/opengles/lessons.html
I’ve tested out all my ports on QNX 6.4.1M4 using hardware and software
OpenGL ES 1.0 only, but source code is crossplatform.

VR> you mean there is a opengl es video backend with SDL ?
VR> Dooh, you mean SDL 1.3 supports it …
VR> Last time I tried to compile it for wince it didn’t work.

Maybe, maybe … As far as I know Holmes Futrell did the huge amount of work
to add OpenGL ES 1.1 support into SDL 1.3 (on iPhone) and I have fixed a bit
all ES stuff in SDL to add support for QNX (OpenGL ES 1.0) and transparent
OpenGL ES 1.x support for future platforms.

With best regards, Mike Gorchak. E-mail: mike at malva.ua


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Hello!

Actually, I just got one of the demos to compile on iPhone without too
much work. I think I have found an error in the source code which
causes a bad access, however.

Line 172 of lesson12.c:

                rgbvalue=*(unsigned long*)((unsigned 

char*)TextureImage[0]->pixels+

jtTextureImage[0]->pitch+itTextureImage[0]->format->BytesPerPixel);

This crashes the program when reading row 127, column 127, the last
pixel of the texture image. I think this may be because it’s trying to
read 4 bytes (an unsigned long) but there are only 3 bytes (a single RGB
pixel) left to read. I’m not totally sure though.

If I remove the doubly nested for loop entirely the program runs fine:

http://uweb.ucsb.edu/~hfutrell/neheiphone.png

  • Holmes

Holmes Futrell wrote:> Hello!

Heh, it wasn’t a huge amount of work (just changing out a few
functions mostly) but yes, there is an OpenGL ES renderer present for
iPhone support now.

That’d be pretty sweet if they could get up and running on iPhone …
I’ll have to try this later though :frowning:

  • Holmes

Mike Gorchak wrote:

Hello, Vincent!

I have ported a part of NeHe OpenGL tutorials and other ones to
SDL 1.3
VR> and

OpenGL ES 1.x.
If someone is interested in this, check out at my site:
http://embedded.org.ua/opengles/lessons.html
I’ve tested out all my ports on QNX 6.4.1M4 using hardware and
software

OpenGL ES 1.0 only, but source code is crossplatform.

VR> you mean there is a opengl es video backend with SDL ?
VR> Dooh, you mean SDL 1.3 supports it …
VR> Last time I tried to compile it for wince it didn’t work.

Maybe, maybe … As far as I know Holmes Futrell did the huge amount
of work to add OpenGL ES 1.1 support into SDL 1.3 (on iPhone) and I
have fixed a bit all ES stuff in SDL to add support for QNX (OpenGL
ES 1.0) and transparent OpenGL ES 1.x support for future platforms.

With best regards, Mike Gorchak. E-mail: mike at malva.ua


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Hello, Holmes!

HF> Actually, I just got one of the demos to compile on iPhone without too
HF> much work. I think I have found an error in the source code which
HF> causes a bad access, however.

Yep, you’re right, I need to fix this in all tutorials. Thanks!

HF> If I remove the doubly nested for loop entirely the program runs fine:
HF> http://uweb.ucsb.edu/~hfutrell/neheiphone.png

This demo uses GL_COLOR_MATERIAL to colorize the texture and texture itself
is monochromatic so removing these nested loops doesn’t lead to texture R &
B swap, like in other demos.

With best regards, Mike Gorchak. E-mail: @Mike_Gorchak

Hello, Mike!

HF>> Actually, I just got one of the demos to compile on iPhone without too
HF>> much work. I think I have found an error in the source code which
HF>> causes a bad access, however.
MG> Yep, you’re right, I need to fix this in all tutorials. Thanks!

Already fixed. Thanks.

With best regards, Mike Gorchak. E-mail: @Mike_Gorchak