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Any chance for OpenGL ES support/samples? #79

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bagobor opened this issue Aug 28, 2014 · 15 comments
Open

Any chance for OpenGL ES support/samples? #79

bagobor opened this issue Aug 28, 2014 · 15 comments
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@bagobor
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bagobor commented Aug 28, 2014

subj.
Thanks.

@matus-chochlik matus-chochlik self-assigned this Sep 10, 2014
@matus-chochlik
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Hi, sorry for the late reply, I was on a vacation trying hard to stay away from the Internets :)

Couple of releases ago support for GL|ES 3.0 with a very simple android example were added, but since then many quite big changes were made which may have broken it again. I'll have to check that and I'll try to re-add support for GLES3 and some further examples in the next release.
As for GLES 2.0 support, I'm trying to get some students to do the work, if I don't find any in a next couple of months I'll probably have a look at it myself.

HTH.

@malamanteau
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If it helps, here are the errors I get when building with ES 3.0/3.1:

  • oglplus\query.hpp(178): error C2039: 'glBeginConditionalRender' : is not a member of 'global namespace'
  • oglplus\query.hpp(178): error C3861: 'glBeginConditionalRender': identifier not found
  • oglplus\query.hpp(194): error C2039: 'glEndConditionalRender' : is not a member of 'global namespace'
  • oglplus\query.hpp(194): error C3861: 'glEndConditionalRender': identifier not found
  • oglplus\enums\program_interface_names.ipp(84): warning C4065: switch statement contains 'default' but no 'case' labels
  • oglplus\enums\program_resource_property_names.ipp(105): warning C4065: switch statement contains 'default' but no 'case' labels
  • oglplus\shader.hpp(549): error C2838: 'Geometry' : illegal qualified name in member declaration
  • oglplus\shader.hpp(549): error C2065: 'Geometry' : undeclared identifier
  • oglplus\shader.hpp(549): error C2975: 'ShType' : invalid template argument for 'oglplus::SpecShader', expected compile-time constant expression
  • oglplus\shader.hpp(477) : see declaration of 'ShType'
  • oglplus\shader.hpp(549): error C2440: 'specialization' : cannot convert from 'int' to 'oglplus::enums::ShaderType' Conversion to enumeration type requires an explicit cast (static_cast, C-style cast or function-style cast)

I, too, would be super happy about ES3 and ES2 support. I am working on a project for my company that will be running on just about every platform (Win/OSX/Linux/Android/iOS/emscripten), and good ES support is the only thing really holding me back.

Thanks,
Greg

@matus-chochlik
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Thanks for the feedback.

It seems that the recent changes did break GLES support. I'll have a look at it (probably) tomorrow.

@malamanteau
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Cool! Thanks!

@Extrunder
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Hello, retrop!
I've make some minor changes in oglplus for support GLES 2\3 . You can check it out from this repo , and merge with recent changes from origin oglplus .

@mattgruenke
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I'm also interested primarily in OpenGL ES 2/3 support. Any word on the current status would be appreciated.

I'm glad this library exists, or else I'd probably try to write something like it (though not as deep and surely not as good). Thanks.

@matus-chochlik
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Thanks for your kind words!

I haven't forgotten about this, but at the moment I'm mostly working on getting static reflection into the C++ standard, plus I've changed my job recently and now I have less time than before for tinkering with OpenGL :-/ I'll try to bump up the priority of this, though.

@mattgruenke
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I only need OpenGL ES 3.0, actually (i.e. not 2.0). If there's anything I can do to help, let me know.

I don't know if I'll be submitting patches, however, since I'm fairly new to OpenGL.

Thank you & happy holidays!

@matus-chochlik
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matus-chochlik commented Dec 26, 2016

Thanks for the offer, you could do some testing. At the moment I don't have the android NDK installed, but I've made some changes to the oglplu2 repository to add support for GLES3. I'll try the same for this repo in the following days.

Happy holidays to you too.

@mattgruenke
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mattgruenke commented Dec 31, 2016

I'm having trouble at an early stage in the build. It fails with:

CMake Error at CMakeLists.txt:164 (message):
A library including OpenGL symbols is required for OGLplus

Even though it finds GLES3:

-- Found GLES3: /buildtools/android/r10e/api-19/toolchain-arm/sysroot/usr/include /buildtools/android/r10e/api-19/toolchain-arm/sysroot/usr/lib/libGLESv3.so

See attached logs. Any tips on building it would be appreciated.

oglplus_android.log.txt
CMakeOutput.log.txt

@matus-chochlik
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I did some changes to the build system. Could you try them?

@mattgruenke
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mattgruenke commented Dec 31, 2016

I see a commit only in the ogplu2 repo. I can certainly try building that.

My concern is that I only see an android example in ogplus. Do you have a sense of how straight-forward it should be for one to port the example to ogplu2? If the mapping between frameworks is fairly straight forward, perhaps I can attempt it.

@mattgruenke
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mattgruenke commented Dec 31, 2016

Okay, I tried and it failed.

CMake Error at config/CppFeature.cmake:28 (message):
Your compiler does not support all required C++ features.
Call Stack (most recent call first):
CMakeLists.txt:22 (include)

I'm not using the very latest NDK, but one from earlier in the year. It's using GCC 4.8, though.

Is the feature test actually running any of the programs, or just compiling them? Since I'm cross-compiling, I can't run anything during the build.

See attached:
CMakeOutput.log.txt

@matus-chochlik
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Thanks for the feedback. It seems that I'll really have to install the NDK or something again. You can try to compile your app though even without compiling the oglplus examples. Just include GLES header before any oglplus header.

@mattgruenke
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I opened a roughly corresponding issue on oglplu2: matus-chochlik/oglplu2#11

I noticed you seem to be actively working on GLES 3 support for this library, however. I managed to get through cmake install, after disabling the examples and circumventing the compile-time tests. I'll report any problems I encounter with it.

Thanks for working on this.

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