#11 OpenGL ES support

open
nobody
None
5
2014-08-19
2005-12-08
Stephane Denis
No

I was thinking about an 'evolution' of GLEW by
supporting OpenGL ES.

The idea is to get an OpenGL ES API compiling running
on Win32, Linux and MacOSX using full acceleration
(using the OpenGL backend).

OpenGL ES is quite similar to OpenGL 1.5-2.0 core +
some features which can be emulated easily. It is
used on embedded systems like the
Sony Playstation 3.

Also, anyone could write an OpenGL ES program using
GLEW OES and porting to a 'real OpenGL ES platform'
would be much easier.

  • Same API as GLEW, (glewInit, GLEW_GL_XXX booleans)

  • Get function pointers from OPENGL32.DLL on Windows
    for example. For OpenGL ES specific code, a 'wrapper'
    using OpenGL would be written.

  • If OpenGL 2.0 core is not supported, the code
    should use a 'extension' counterpart.
    For example : if glBindBuffer doesn't exists, it
    will try to bind to the glBindBufferARB instead,
    which is the same function (This features should be
    in GLEW as well).

  • Support of OpenGL ES 1.X functions.

  • Support of OpenGL ES 2.0 functions.

First implementation is to get the list of functions
in OpenGL ES and generate the glew.c and glew.h
accordingly.

OpenGL ES is available here :
http://www.khronos.org/opengles/

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