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- ANGLE OPENGL ES 2.0 EMULATION LIBRARIES DOWNLOAD WINDOWS MAC OS X
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- ANGLE OPENGL ES 2.0 EMULATION LIBRARIES DOWNLOAD WINDOWS INSTALL
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SDL2 just makes it a little easier to setup a cross-platform C++ code base that accesses the low level API’s (OpenGL, OpenGL ES, DirectX) to run on multiple operating systems (Windows, Linux Ubuntu, Mac OS X, Android, iOS, etc).Įven if you only develop GPU software for one operating system, you have to face the issue of API versions and GPU hardware features (supported by GPU & its driver). So my SDL2 setup is not comparable to using middleware or a game engine (in terms of the layers, it’s closer to writing one). Also, starting from scratch (or near scratch) is different than modifying an existing code base. Anything lower and you’d be writing the API’s or the associated GPU drivers. But from the perspective of applications software (or middleware), using these APIs is the lowest layer you’d write. From the perspective of writing GPU models, the GPU API’s (OpenGL, OpenGL ES, DirectX) may seem high level. Since Dec 2005 I’ve worked on a GPU model simulation. Similarly, my iOS project shares the same C++ code base (ie compile source as Objective-C++ instead of as Objective-C). For Android, I’m not writing OpenGL ES directly in Java JDK – rather the JDK calls to my cross-platform C++ code that is compiled with Android NDK. I started from the sample project, which gives you a build setup with wrappers for each platform. SDL2 can help with cross-platform development using OpenGL (OpenGL ES, DirectX), such as setting up a cross-platform context, and it’s one path to enable you to share C++ code across the multiple platforms.
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It is used by video playback software, emulators, and popular games... says: Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. Mepem37 :: 0 (Tuesday, December 10, 2013) ::Ĭross-platform SDL demos, Graphics & GPU ::īackground – SDL2, C++, Graphics API’s, Platforms, Devices I also found that although Microsoft Remote Desktop does not support newer versions of OpenGL, I found that NoMachine (NX) does (I tried Windows to Windows). I’m going to put together a Linux (Ubuntu) computer rather than rely on VMWare. Like on Android, for iOS I had to add my shaders folder (GLSL text files) via Project -> Build Phases -> Copy Bundle Resources –> add “shaders” folder.Įdit 4: a couple notes on my setup. Then I got it to work on iOS, which did not require much additional hacking. Use a separate GLSL vertex & fragment shader for Windows (in, out) vs. Use SDL_RWFromFile() to read vertex & fragment shaders from Android assets. Then I got it to work on Android, which required some hacking. Then I tried it on Linux (and ran into the VMware issue).
ANGLE OPENGL ES 2.0 EMULATION LIBRARIES DOWNLOAD WINDOWS MAC OS X
So I might try dual-booting, or even just buying a separate cheap computer to run Ubuntu Linux with OpenGL 4.x.įirst I ported my OpenGL 2 style code to OpenGL 3+ (4) style and got the Windows version to work, then the Mac OS X version. Part of the educational value (and fun) of this project is to get some exposure to software development on other platforms (via cross-platform software development), so I’d like my little SDL2 OpenGL project to at least run on (Windows 7+, Mac OS X, Linux Ubuntu, iOS, Android). Windows Remote Desktop was also unable to support hello world OpenGL 3+ (although VNC might work). Virtual Machines have a history of limited support for OpenGL & DirectX, especially on a Linux guest. OpenGL 3.3 is only available if requested at context creation because compatibility contexts are not supported.
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Some drivers don’t support all the features required in OpenGL 3.3.
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> Mesa 10.0 implements the OpenGL 3.3 API, but the version reported by glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) / glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being used.
ANGLE OPENGL ES 2.0 EMULATION LIBRARIES DOWNLOAD WINDOWS INSTALL
My VMware Ubuntu install glxinfo still reports only support for OpenGL 2.0.
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I thought maybe the Mesa software rendering mode would work for OpenGL 3.3. I tried installing the latest Mesa release (Mesa 10.0), which implements OpenGL 3.3 API. I think this is due to lack of support by VMware. It draws a triangle and a cube using VBO’s, IBO’s, VAO’s (vertex buffer objects, index buffer objects, vertex array objects).Īlthough my OpenGL 2 version worked on Ubuntu Linux in VMware Player, I had some trouble getting my VMware Player to work with Ubuntu for OpenGL 3+. And the same source code compiled to run on Windows 7, Mac OS X. Here’s a screen shot using OpenGL ES 2.0 with an extension to enable VAO’s (glBindVertexArrayOES, glDeleteVertexArraysOES, glGenVertexArraysOES, glIsVertexArrayOES) on my Nexus 7 (using DroidAtScreen). I upgrade my project to a more modern style of OpenGL API calls.