> fakeroot apt-get install opengles-sgx-img-common-dev This installs the OpenGL ES 2.0 development files required for compiling. > fakeroot apt-get install libgles2-sgx-img-dev It automates copying the binary onto the device and execution.įirstly you want to install the following packages in Scratchbox. The ESBox IDE makes it much easier to execute the application on the device. You can compile OpenGL ES applications with Scratchbox. OGLES2HelloTriangle_LinuxX11 :OGLES2HelloTriangle_LinuxX11. To compile some of PowerVR tutorial examples, you can use the following MakefileĪll :OGLES2Texturing OGLES2BasicTnL OGLES2IntroducingPVRTools OGLES2HelloTriangle_LinuxX11 This Makefile at the moment supports the basic and PvrShell examples (01.05) but does not yet support PvrTools examples (06 and above). Reason to use this own Makefile is that the makefiles coming with the SDK compiles examples with x86 libraries part of the SDK and not armel/x86 maemo libraries in scratchbox. The examples have their own Makefiles for Linux hosts but you can copy the files to your own directory and try the Makefile below.
The SDK libs and headers can be dropped into your Scratchbox X86 environment and run inside the Xephyr X11 window - but you'll need to kill the window manager first! Since in OpenGL ES 2.0 the fixed function pipeline has been completely removed, porting applications from OpenGL 2.0 to OpenGL ES is likely to require a major rewrite of the application's graphics code.Īn excellent way to familiarize yourself with OpenGL ES 2.0 is to try the tutorials that can be found in the PowerVR SGX SDK under the TrainingCourse directory. OpenGL 2.0 introduced programmable shaders, but it still supports the legacy fixed function pipeline. usage of glBegin/glEnd and the matrix stack). Most desktop Linux OpenGL applications are written using the legacy OpenGL 1.x fixed function pipeline (e.g. Finally, porting OpenGL 1.0 or OpenGL ES 1.1 applications to OpenGL ES 2.0 requires a rewrite to replace fixed function API usage with programmable shaders. OpenGL 2.0 application that only uses programmable shaders is possible to port OpenGL ES 2.0, but may still need some work due to, e.g., differences in the shading language versions. OpenGL 1.0 applications can be ported to OpenGL ES 1.1, but need changes if they are using some of the removed APIs. OpenGL 1.0 applications work with OpenGL 2.0 but not vice versa. The following diagram summarizes these changes for major OpenGL versions. OpenGL ES 2.0 is based on OpenGL 2.0 with the fixed function API removed.Īll versions and variants of OpenGL are not directly compatible, so a certain amount of changes are needed when moving applications from one variant to another. In contrast, OpenGL ES 1.1 is based on OpenGL 1.x with some APIs removed and fixed point integer support added.
OpenGL 2.0 adds programmable shaders, but fixed function pipeline API is still supported for backward compatibility. OpenGL 1.0 has fixed shaders and fixed function API for using them. The following diagram shows the relationship of the major OpenGL versions and variants.
Opengl 2.0 compatible full#
OpenGL ES is a subset of the full OpenGL standard, and therefore the two APIs are not directly compatible. Hardware accelerated OpenGL ES 1.1 and 2.0 are available on Maemo devices beginning with the N900. OpenGL ES is an API that allows programmers to draw 3D graphics on mobile and embedded devices.