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  1. C

    glshim

    Yes, please, don't consider my comment as a feature request. The current implementation of glBitmap/glDrawPixels is more than enough for me. It cannot be compared to my need for FBOs, which I really needed (thanks a lot for adding them so quickly!!). In the case of glBitmap(), I have some...
  2. C

    glshim

    For intense calls to glBitmap drawing small bitmaps, maybe you could get faster performance if you queue the calls, building in RAM a big texture made from the small bitmaps of each call, and then doing a single call to glTexImage2D when there's no more space available in the current texture...
  3. C

    glshim

    I think the best way to implement this with hardware acceleration is to render glBitmap/glDrawPixels as textured quads. Of course this means you've to temporally modify the view transformations, so that the lower left corner of the image follows the correctly projected coordinates from the last...
  4. C

    glshim

    Great!! No problem about the lack of adding error checking. If I've some available time, I may add more error checking.   Well, I use them from time to time, although quite sparingly. The main uses I've for them is text output (as the old trick of glBitmaps inside display lists -one display...
  5. C

    glshim

    Thanks a lot! That was fast!! I downloaded it, and I'll be testing it by the end of the week. Btw, what does "ERROR_IN_BLOCK" mean? It appears in your spreadsheet, but I don't know the meaning. Never heard of such error in OpenGL. And what's the meaning for "ton of errors" in glDraw/ReadPixels...
  6. C

    glshim

    Didn't find an "official" source about the completeness of the emulation, but there's a book about 3D with the iPhone that suggests to use glLogicOp() for some effects, so I assume it works reasonably well. Anyway, if they say it's a GLES 1.x implementation, I believe they've the obligation to...
  7. C

    glshim

    And this is what Apple says about offscreen rendering with FBOs on iOS: https://developer.apple.com/library/ios/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html Unfortunately, Apple actively fights against backwards compatibility...
  8. C

    glshim

    Yes, it really surprised me that Regal doesn't support glLogicOp(). It doesn't support display lists either. Facts like these disappointed me, because I expected more completeness given where it comes from. Is there any quick'n'easy way of plugging ptitseb's FBO support into your unstable...
  9. C

    glshim

    Hi, I'm new to the boards. I don't develop for the Pandora, but came here just because of your glshim library. Thanks a lot, lunixbochs for developing and MIT-licensing this. I was looking for some way of emulating OpenGL 1.x on top of OpenGL ES (for doing some ports of very old ogl 1.x apps to...
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