view test/testwm2.c @ 2359:b70b96e615d2 gsoc2008_iphone

These files are the OpenGL ES render driver. You should be able to use them on any platform that supports OpenGL ES -- not just iPhone. The driver is based off the OpenGL render driver. There are a few differences between OpenGL and OpenGL ES that present difficulties for this driver: - OpenGL ES does NOT support many pixel formats (for example, no GL_BGR). Also, when using texture functions format and internalFormat must be the same -- this means 32 bit packed formats like SDL_PIXELFORMAT_BGR888 cannot be automatically converted to GL_RGB (which is 24bpp). - OpenGL ES doesn't have GL_PACK_ROW_LENGTH, which means data must be reformatted before uploading changes to dirty rects. This change has been added. - OpenGL ES doesn't support paletted textures, though there is an extension. I'm looking into this. Some other notable differences: - OpenGL ES has an extension called GL_OES_draw_texture which allows for quicker 2D sprite-type drawing. I use this in GL_RenderCopy when it is available. The iPhone supports the extension, but the iPhone Simulator does not (presently). - No glBegin() / glEnd() and no GL_QUADS! I'm using glDrawArrays with GL_TRIANGLE_STRIP instead!
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Thu, 17 Jul 2008 23:31:42 +0000
parents 8055185ae4ed
children 9de326b3099c
line wrap: on
line source


#include <stdlib.h>
#include <stdio.h>

#include "common.h"

static CommonState *state;

/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
    CommonQuit(state);
    exit(rc);
}

int
main(int argc, char *argv[])
{
    int i, done;
    SDL_Event event;

    /* Initialize test framework */
    state = CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    state->skip_renderer = SDL_TRUE;
    for (i = 1; i < argc;) {
        int consumed;

        consumed = CommonArg(state, i);
        if (consumed == 0) {
            consumed = -1;
        }
        if (consumed < 0) {
            fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }
    if (!CommonInit(state)) {
        quit(2);
    }

    /* Main render loop */
    done = 0;
    while (!done) {
        /* Check for events */
        while (SDL_PollEvent(&event)) {
            CommonEvent(state, &event, &done);
        }
    }
    quit(0);
}

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