How to setup the development environment for Hybrid Impl

For Vincent implementation, It is very to setup the IDE. However, I can’t found much help on how to setup the development environment for Hybrid implementation…

Can anyone tell me how to setup the IDE (Visual Studio .Net and eMbedded Visual C++ )for PocketPC and Symbian series60?

Thank you very much! ^^

There is an earlier post dealing with how to use EVC 4 with gerbera:

http://khronos.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=4&t=000087

Jasin posted intructions how to get the Series 60 version working:

http://khronos.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=4&t=000103

Please refer to the faq.txt found inside the gerbera package for further instructions.

Hope this helps,
Sampo

The FAQ file with Hybrid’s implementation for Series60 explains **** . It doesn’t say how to start the application and what to do with the files in “\samples\eglsymbian”. My computer does not recognize the files .mmp, .pkg or .SIS even after installing Nokia Series 60 SDK v1.2.

It would be of great help to every beginner if you guys provided a detailed step-by-step instruction how to run a “Hello World” program.

Thanks!

Thanks Sampo ^^ the S60 development environment is working now. However for eVC++ sp4 IDE, I got the following error message during “build”

Deleting intermediate files and output files for project ‘eglwince - Win32 (WCE emulator) Debug’.
--------------------Configuration: eglwince - Win32 (WCE emulator) Debug--------------------
Compiling…
sample.c
Linking…
sample.obj : error LNK2019: unresolved external symbol __imp__eglGetError referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglMakeCurrent referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglCreateWindowSurface referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglCreateContext referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglChooseConfig referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglInitialize referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglGetConfigs referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglGetDisplay referenced in function _InitInstance
sample.obj : error LNK2019: unresolved external symbol __imp__eglTerminate referenced in function _MainWndProc
sample.obj : error LNK2019: unresolved external symbol __imp__eglDestroySurface referenced in function _MainWndProc
sample.obj : error LNK2019: unresolved external symbol __imp__eglDestroyContext referenced in function _MainWndProc
sample.obj : error LNK2019: unresolved external symbol __imp__eglSwapBuffers referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glDrawElements referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glRotatef referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glTranslatef referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glLoadIdentity referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glMatrixMode referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glNormalPointer referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glVertexPointer referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glClear referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glClearColor referenced in function _drawScene
sample.obj : error LNK2019: unresolved external symbol __imp__glEnableClientState referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glColor4x referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glShadeModel referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glHint referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glClearDepthf referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glDepthMask referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glDisable referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glEnable referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glMaterialfv referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glLightfv referenced in function _updateState
sample.obj : error LNK2019: unresolved external symbol __imp__glFrustumf referenced in function _perspective
emulatorDbg/sample2003_pp.exe : fatal error LNK1120: 32 unresolved externals
Error executing link.exe.

sample2003_pp.exe - 33 error(s), 0 warning(s)

I think the include and lib setting are corrent. But it seems that it can not locate the libGLES_CM.lib.

Any suggestions on this problem? Thank you very much! :slight_smile:

Hi evening,

The library included in the package is built for ARM target and so you can’t build x86 emulator applications with it. We will add the emulator build in the packages in the future. Sorry for the inconvenience.

Cheers,
Sampo

<BLOCKQUOTE><font size=“1” face=“Arial, Verdana, Helvetica, sans-serif”>quote:</font><HR>The FAQ file with Hybrid’s implementation for Series60 explains **** .<HR></BLOCKQUOTE>

Admittedly the FAQ is a bit brief. The reason for this, however, is that basic knowledge of the development environment in use is required if one is going to do 3D development on any platform. We did not think it was relevant for us to explain how to build a “Hello world” program using the Series 60 SDK because it, quite frankly, is beyond the scope of the FAQ of an OpenGL ES implementation. Perhaps we were wrong.

In addition, this kind of information can be found in various other places, including the “Getting Started” -guide of the SDK. There are also plenty of great websites for Symbian OS developers, including NewLC (http://www.newlc.com), Forum Nokia (http://www.forum.nokia.com/main.html) and the Symbian Developer site (http://www.symbian.com/developer/).

Hopefully these pointers will help you to get started with Symbian OS, and especially OpenGL ES programming.

Best regards,
Jasin

Tony (the webmaster for this board) and I had a discussion around this issue a couple of weeks ago:

Given that many, if not most, 3D/games developers do come from console & desktop rather than a mobile development background, it might be useful to provide a section on the Khronos site (at least within the context of the competition) that links to the general programming introductions/FAQs for the various platforms. This would definitively help lowering the entry barrier for new developers exploring this API.

For Vincent, at least 50% of the questions posted in this forum were more of the general “getting started” nature than specific to the library itself. I think we see the same going on now with the Hybrid implementation.

  • HM

[ October 08, 2004: Message edited by: Hans-Martin Will ]

Thanks Hans! Finally somebody understands rather than given executive level answers “There it is double-click and it will run”.

You are very helpful around here.

Thanks for everyone :slight_smile:

<BLOCKQUOTE><font size=“1” face=“Arial, Verdana, Helvetica, sans-serif”>quote:</font><HR>You are very helpful around here.<HR></BLOCKQUOTE>

I agree, it’s wonderful to see people put so much effort into open source projects and especially helping others! Such dedication is very admirable indeed.

<BLOCKQUOTE><font size=“1” face=“Arial, Verdana, Helvetica, sans-serif”>quote:</font><HR>Given that many, if not most, 3D/games developers do come from console & desktop rather than a mobile development background, it might be useful to provide a section on the Khronos site (at least within the context of the competition) that links to the general programming introductions/FAQs for the various platforms. This would definitively help lowering the entry barrier for new developers exploring this API.<HR></BLOCKQUOTE>

I think this is a great idea.

<BLOCKQUOTE><font size=“1” face=“Arial, Verdana, Helvetica, sans-serif”>quote:</font><HR>For Vincent, at least 50% of the questions posted in this forum were more of the general “getting started” nature than specific to the library itself. I think we see the same going on now with the Hybrid implementation.<HR></BLOCKQUOTE>

Yes, this is only natural development. We try to help as much as we can. Due to our limited resources though, it might sometimes take a bit longer as we are currently doing all kinds of cool research and development work. But hey, multitasking is the key. :slight_smile:

Thanks for you patience, everyone!

[ October 09, 2004: Message edited by: Jasin Bushnaief / Hybrid Graphics ]

So is there gonna be a beginners tutorials or not ?

Just to be sure, intel Xcale processors are X86 achitechture anren’t they?

thx

No, they’re ARM based. Intel aquired this IP through Digital.

  • HM

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