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https://github.com/davidandreoletti/libegl

Khronos EGL 1.4 for iOS
https://github.com/davidandreoletti/libegl

Last synced: about 2 months ago
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Khronos EGL 1.4 for iOS

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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 2D

http://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