Termula will probably dump out an error message that will help you understand what you're doing wrong. It's clumsy to use, but can really help in these kinds of situations.
Are you shutting down OpenGL properly? I remember having the same exact problem, at some point it stopped happening, I just don't remember what exactly I changed to resolve it.
I shut down OpenGL thusly:
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)...
It looks like to me that your using a VBO for the texture information, but not for the vertices. I'd expect your drawing code to do something more similar to:
glBindTexture(GL_TEXTURE_2D, texture);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexPointer(2, GL_FIXED, 4 * sizeof(GLfixed), 0)...
Maybe I'm missing what you're trying to accomplish, but once you uploaded the texture, why wouldn't use just scale it using OpenGL? Upload the texture once, mapped to a quad or rectangle, then scale the rectangle via glScale or something similar.
Did anyone ever figure out how to get a reliable clock down to the millisecond (or better) range? I'd like to calculate how many milliseconds have passed since the last frame, the libcastor lc_gettime() function doesn't appear to be nearly accurate enough.
I'm sticking a fork in it. After nearly a year at playing around with this, I think I can finally consider my original goals met.
I haven't added much functionality since the last post, so no new video. Here is a screenshot of the final product:
I managed to get my line based text working...
Yeah, the difference between the two filtering methods is hard to detect when looking at it on the Wiz.
I've been hoping for almost-free alhpa blending and rotation/scaling for a long time now. It's nice to finally be at that point.
I'm re-using some line based fonts from BlastRiot. I might still tweak that code so that it's not constantly recalculating and submitting the vertexes.
Oops, forgot to mention that you need the OpenGL ES libraries installed before this will work.
Download this: http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,23,54 and run "install.gpe" if you haven't already done so.
There's no built in support for bitmap fonts, at least in the ES variation. I was planning on rolling my own, applying font decals to polygons.
I have not, thanks for the pointer. I hope it's something simple like that. I was starting to go down the road of trying to understand glTexEnv...
I've made a few changes that have sped performance up a bit.
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You can download the Wiz binary here:
http://www.blastriot.com/tutorials/tutorial8b.zip
Extract it to a folder, and use the launcher to launch tutorial8.gpe. Use the "Select" button to exit, the shoulder buttons to rotate, and...
Could someone who has firmware 1.1 try this out?
http://www.blastriot.com/tutorials/tutorial8b.zip
Extract the zip file to a folder on your SD card, then use the launcher utility to browse over to that folder, and launch tutorial8.gpe. Exit the app with the "Select" button, use the shoulder...
After some frustration fighting with OpenGL on the Wiz, I finally got Tutorial 8 running on the actual Wiz hardware:
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Pickle's OpenGL/SDL archive topic finally got me compiling properly, from that point it was fairly trivial to get things running properly.
OpenGL doesn't seem to be...