View Full Version : OpenGL on a StarCore simulator
04-13-2004, 08:52 AM
I need to run the openGL imolementation on a motorola simulator called starcore. Can you please tell me how I can proceed:
1>Where can I find the source code for OpenGL?
2>How do I make sure it can run on the platform I want it to run?
Iam completely new to this .Any help will be appreciated.
04-16-2004, 07:45 AM
if you want to port OpenGL (or something *similar*) to a new platform, then you have two choices (to my knowledge):
- port Mesa, which is a full (and official) OpenGL implementation. it is very stable but also very large and maybe quite difficult to port
- port Klimt, which is not a licenced nor full implementanation, but small and easy to port. if you need help contact me.
04-16-2004, 09:22 AM
As you said Klimt is easy and portable to port I guess I will go with it.
Can you please give me the link to this code?
Can I directly compile and run this on the simulator or need to do something more?
04-17-2004, 02:35 AM
as jon reminded me kindly, Mesa is ofcourse *not* an official implementation. that was a mistake of mine. sorry for that. what i meant was that it p***es the conformance tests.
about your port:
i don't know about that motorola simulator so i can't predict how easy it will really be for you to port Klimt (http://studierstube.org/klimt).
a minimal version of klimt (without gl or egl surfaces) has only one dependence on the system: a 16-bits RGB565 buffer which klimt can render into. so, if you can provide that from your application, then i see no problems for a *simple* port.
if you want a more decent port, then you'll have to spend time optimizing the underlying math lib for your platform. klimt includes a generic mathlib in c++, but it is non-optimized and therefore not as fast as e.g. when using the intel gpp (which is the default option on the PocketPC).
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