SDL and OpenGL ES integration

Hi,
I am looking for SDL and OpenGL ES integration. I saw that Markus
Mertama do it to Symbian S60.

I want to do the same to Linux running on iMX31 processor.

I am new to SDL, but the compilation to iMX31 worked just fine. (Well
I got SDL problem when it try to detect the /dev/modem, but I just
create a symbolic link to touchscreen). Can anyone help me to get
OpenGL ES integration working? Is the OpenGL ES support created by
Mertama already integrated to SDL repository?

What I need to do?

Best Regards,

Alan

I am new to SDL, but the compilation to iMX31 worked just fine. (Well
I got SDL problem when it try to detect the /dev/modem, but I just
create a symbolic link to touchscreen). Can anyone help me to get
OpenGL ES integration working? Is the OpenGL ES support created by
Mertama already integrated to SDL repository?

No, but OpenGL ES support is being added to SDL 1.3 as part of the iPhone
port. We’re wrangling out the legal details, but the OpenGL ES portion
should be into the trunk code in a week or so.

See ya!
-Sam Lantinga, Lead Software Engineer, Blizzard Entertainment

I am looking for SDL and OpenGL ES integration. I saw that Markus
Mertama do it to Symbian S60.

I want to do the same to Linux running on iMX31 processor.

I am new to SDL, but the compilation to iMX31 worked just fine. (Well
I got SDL problem when it try to detect the /dev/modem, but I just
create a symbolic link to touchscreen). Can anyone help me to get
OpenGL ES integration working? Is the OpenGL ES support created by
Mertama already integrated to SDL repository?

This is a complicated issue. EGL assumes there’s a “native” window
system and provides methods such as eglCreateWindowSurface() which
take an opaque “EGLNativeWindowType”. On X11 for example, this is an X
window ID. You still have to use the native calls to setup the window.
So when you talk about “an” EGL back end for SDL, you are really
talking about a “set” of EGL backends - one for Symbian, one for the
iPhone, one for X11, etc.

The i.MX31 is an interesting board (I assume you mean the litekit?).
It does not have a native window system at all (not even X11).
Instead, you are able to pass 0 as the EGLNativeWindowType to
eglCreateWindowSurface(), which will create a surface on the
framebuffer. Such implementations are known as “null” EGL. So in
addition to a backend for X11, Symbian, iPhone, WindowCE, etc. you
also need one for “null” EGL implementations, like the one on the
i.MX31.

Cheers,

Tom

Hi Sam,

2008/8/26 Sam Lantinga :

No, but OpenGL ES support is being added to SDL 1.3 as part of the iPhone
port. We’re wrangling out the legal details, but the OpenGL ES portion
should be into the trunk code in a week or so.

Very Nice!!!
I will port a breakout game (briquolo) to use OpenGL-ES. This game
already uses SDL and standard OpenGL. What about the legal issues?
There is some license problem?

See ya!

Best Regards,

   -Sam Lantinga, Lead Software Engineer, Blizzard Entertainment

Alan

Hi Tom,

2008/8/26 Tom Cooksey :

This is a complicated issue. EGL assumes there’s a “native” window
system and provides methods such as eglCreateWindowSurface() which
take an opaque “EGLNativeWindowType”. On X11 for example, this is an X
window ID. You still have to use the native calls to setup the window.
So when you talk about “an” EGL back end for SDL, you are really
talking about a “set” of EGL backends - one for Symbian, one for the
iPhone, one for X11, etc.

The i.MX31 is an interesting board (I assume you mean the litekit?).
It does not have a native window system at all (not even X11).
Instead, you are able to pass 0 as the EGLNativeWindowType to
eglCreateWindowSurface(), which will create a surface on the
framebuffer. Such implementations are known as “null” EGL. So in
addition to a backend for X11, Symbian, iPhone, WindowCE, etc. you
also need one for “null” EGL implementations, like the one on the
i.MX31.

No, I mean i.MX31PDK board. I don’t like to use X11, just framebuffer
and OpenGLES. This board already have support to OpenGL-ES, then the
problem will be just the integration between SDL and OpenGLES.

What is the better approach to complete it? Wait the SDL 1.3 with
OpenGLES be released or start trying to work with Mertama port?

Cheers,

Tom

Cheers,

Alan