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noob question regarding OpenGL integration

PostPosted: Jun 20, 2010 @ 3:27am
by laughingkiwi
OK, I over a day trying to figure out what is going on, and it is better that I ask the question since there is so little information regarding this topic in the documentation...

I have a PPC application that I thought I would try OpenGL with. Added the #define EGL_USEGL and now I get unresolved symbols during linking, mainly to do with EdgeGL_xxx functions. Where is the .lib file for these functions for the PPC platform?

I have linked in plugin1-0.lib, but now get different unresolved symbols, this time to with __imp_eglxxx (__imp_eglChooseConfig is first plus the EdgeGL_ functions) functions. Where is the .lib file for these functions? Does the plugin1-0 imply that it only supports OpenGL 1.0?

I have downloaded the PowerVR SDK for OpenGLES 2.0 for Windows Mobile 6.0 (my device supports this as I have other OpenGLES 2.0 applications running, including one that shows the OpenGL configuration which clearly states that OpenGLES 2.0 is supported). I have linked in libegl.lib but get less errors (__imp_glBindTexture is first plus all the EdgeGL_ functions). Should I use the SDK for OpenGLES 1.x?

If I link in libglesv2.lib, then __imp_gl symbols are resolved, but the EdgeGL_xxx symbols are still not resolving.

I notice that on the PC platform, Edge has a pluginpowervr.lib file that can be used. Is there an equivalent I should be using for PPC?

And the final question, since the application is pure 2D, will there actually be any benefit in using OpenGL, or should I simply stick with the software renderer?

Cheers
Paul

Re: noob question regarding OpenGL integration

PostPosted: Jun 20, 2010 @ 3:41am
by laughingkiwi
I have downloaded the PowerVR SDK for OpenGLES 1.1, installed, changed the linker paths and lib files. I am now linking in the following files:
* plugin1-0.lib
* libegl.lib
* liblges_cm.lib

And everything resolves quite nicely. Will Edge be supporting OpenGLES 2.0 on mobile devices in the near future?

Cheers