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May 30, 2020, 03:32:43 AM

Author Topic: Has anyone tried the ES version of OpenB3D?  (Read 636 times)

Offline angros47

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Has anyone tried the ES version of OpenB3D?
« on: August 28, 2019, 08:29:58 PM »
OpenB3D, since 2016, supports also GLES (I compiled it for EmScripten). But so far I got zero feedback about that version.

Has anyone tried it? Has anyone ever tried compiling it for Android, or for other platforms?

Offline markcwm

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Re: Has anyone tried the ES version of OpenB3D?
« Reply #1 on: August 28, 2019, 09:28:42 PM »
The Blitzmax wrapper is not fully ES compliant yet, I updated the wrapper to 1.25 but never got around to learning the ES differences and applying it in Blitzmax. Do you know any good tutorials or guides I could follow? I got a bit lost. ???

Offline angros47

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Re: Has anyone tried the ES version of OpenB3D?
« Reply #2 on: August 28, 2019, 10:56:08 PM »
I can't recommend a specific tutorial. GLES is a subset of OpenGL... and WebGL is a subset of GLES.

The main differences are that in ES 1.0 you don't have glBegin... glEnd, so you must do everything using buffers. In GLES 2.0 you have the same limit, plus you don't even have glLoadIdentity, glRotate and so on... so you have to manage all the matrices on your own, and to pass them to shaders.

OpenGL, if you have no shader bound, uses fixed pipeline, GLES 2.0 doesn't.

WebGL is more or less like GLES 2.0, but you have to use VBO (in GLES 2.0 they are optional, in WebGL they are mandatory)

My version of OpenB3D can be compiled as WebGL compliant if you use "make web" instead of "make"

Offline markcwm

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Re: Has anyone tried the ES version of OpenB3D?
« Reply #3 on: August 28, 2019, 11:49:56 PM »
Great that helps a lot, thanks. I'm not sure if I know my GL well enough to manage this though.

Offline angros47

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Re: Has anyone tried the ES version of OpenB3D?
« Reply #4 on: August 29, 2019, 12:01:16 AM »
Well, each time code needs to be different between OpenGl and WebGl, you'll see an ifdef (or ifndef) GLES2 in the source code

 

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