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https://github.com/davidandreoletti/libegl
Khronos EGL 1.4 for iOS
https://github.com/davidandreoletti/libegl
Last synced: 18 days ago
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Khronos EGL 1.4 for iOS
- Host: GitHub
- URL: https://github.com/davidandreoletti/libegl
- Owner: davidandreoletti
- License: other
- Created: 2014-03-24T14:27:18.000Z (over 10 years ago)
- Default Branch: master
- Last Pushed: 2014-04-06T03:25:47.000Z (over 10 years ago)
- Last Synced: 2024-07-31T22:56:37.994Z (3 months ago)
- Language: C
- Homepage:
- Size: 1.04 MB
- Stars: 27
- Watchers: 5
- Forks: 9
- Open Issues: 2
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Metadata Files:
- Readme: README-DEV.md
- Changelog: CHANGELOG.md
Awesome Lists containing this project
README
# Bug/Feature Lists
## TODO LibEGL Bug Priority List:
- None yet :)
## TODO LibEGL Feature Priority List:
- Add EGL_SWAP_BEHAVIOR_PRESERVED_BIT support. See EGL 1.4 Table 3.2
Surface swap is EGL_BUFFER_DESTROYED for now ? See iOS support EGL_BUFFER_RETAINED via kEAGLDrawablePropertyRetainedBacking too
- Add support for rotation. See EGL 1.4 - Section 3.9.1 Native Window Resizing
- Add support for Multisampling## TODO Uncategorised List:
- Memory Leak: App starts with 8.5Mb without EGL. Running the demo + unit test consumes more 16Mb. When the demo stops, the memory consumption is higher than 8.5Mb. Some resources are not deleted
- Split Samples from UT Xcode projects
- Can add support for GLKView (currently only CEAGLLayer supported) ?## TODO Code Cleanup Priority List:
- None.
## TODO Unit Test Bug Priority List:
- None yet :)
# PERSONAL NOTES:
EGL: several types of drawing surfaces collectively referred to as EGLSurfaces;
- windows, used for onscreen rendering;
- pbuffers, used for offscreen rendering;
- pixmaps, used for offscreen rendering into buffers that may be accessed through native APIs.
EGL windows and pixmaps are tied to native window system windows and pixmaps
db-blog:
EGLDisplay = the UIWindow holding our custom view
EGLSurface = window surf: CAEAGLayer's attached to a sub-class from UIView
pbuffer surf (block of memory dynamically allocated on the graphics card, but not visible on-screen): OpenGL's Framebuffer Objects -> See https://developer.apple.com/library/ios/documentation/3ddrawing/conceptual/opengles_programmingguide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html#//apple_ref/doc/uid/TP40008793-CH103-SW6
pixmap surf ( uses whatever pixel buffer representation is supported by the platform’s native graphics API (in the case of Android, this would be a Bitmap), allowing you to mix and match OpenGL and native graphics drawing calls into the same pixels without having to copy buffers back and forth): CGContextRef from Quartz 2Dhttp://android-dls.com/wiki/index.php?title=EGL_notes - About offscreen rendering
http://www.slideshare.net/llopis/the-best-of-both-worlds-mixing-uikit-with-opengl
http://gamesfromwithin.com/remixing-opengl-and-uikit
https://developer.tizen.org/help/index.jsp?topic=%2Forg.tizen.native.appprogramming%2Fhtml%2Fguide%2Fgraphics%2Fopengl.htm