Ok folks, here is the blog post about compiling OpenGL ES code with CEGCC:
http://batterypoweredgames.blogspot.com/2010/03/compiling-opengl-es-code-with-cegcc.html
Daniel Monteiro
|_|0|_| Linux Registered User #424188
|_|_|0| http://batterypoweredgames.blo
On Mon, 2010-02-15 at 17:21 -0200, Daniel Monteiro wrote:
> Ok, forget about it. Just got it working.
> I will soon write a little guide to get things working and I will let
> you guys know, in case you're curious.
Yes, please do.
Danny
--
Danny Backx ; danny.backx - at - scarlet.be ;
Ok, forget about it. Just got it working.
I will soon write a little guide to get things working and I will let you
guys know, in case you're curious.
thanks for the help.
Daniel Monteiro
|_|0|_| Linux Registered User #424188
|_|_|0| http://batterypowered
Some update on the issue:
Got to compile the code with some minor modification but now, when running
on my device (a Dell Axim x50v running Windows Mobile 5) it complaing with
some invalid characters followed by "failed (12296)". Is there any lookup
table where I can take a look at the error codes?
I`ve not implemented OpenGL, but rather a simpler software renderer that
sits on top of SDL+SDL_gfx. If it performs well under linux for the same
processor and doesnt under WinMo, than SDL or WinMo is the cullprit - but
since SDL is using GAPI, I hardly suspect of SDL.
cheers
Daniel Monteiro
On Wed, 10 Feb 2010 09:05:55 -0200, Daniel Monteiro
wrote:
> Tried that with a SDL app of mine (http://angstron2.garage.maemo.org ,
the
> one Im trying to port to OpenGL ES), but the results were marginally
better
> (tunning for xscale). Its kind of weird, since I tried it on my
> pxa...@315mhz ph
Tried that with a SDL app of mine (http://angstron2.garage.maemo.org , the
one Im trying to port to OpenGL ES), but the results were marginally better
(tunning for xscale). Its kind of weird, since I tried it on my
pxa...@315mhz phone, running one of those chinese linuxes from Motorola and
it perfo
On Tue, 9 Feb 2010 16:43:21 -0200, Daniel Monteiro
wrote:
> Tried setting those by hand, but it generated link errors.
> The said simbols actually looks like what I was looking for. Gonna try
> those when I get home.
> Also worth asking: Is it me or everything in WinMo is ARMv4, right?
I would sa
On Tue, 2010-02-09 at 16:43 -0200, Daniel Monteiro wrote:
> Tried setting those by hand, but it generated link errors.
Please specify what the problem is. coredll does contain the symbols
that I just added to winuser.h .
> The said simbols actually looks like what I was looking for. Gonna try
> t
Tried setting those by hand, but it generated link errors.
The said simbols actually looks like what I was looking for. Gonna try
those when I get home.
Also worth asking: Is it me or everything in WinMo is ARMv4, right?
cheers
Daniel Monteiro
|_|0|_| Linu
On Tue, 2010-02-09 at 09:15 -0200, Daniel Monteiro wrote:
> Hello there. I've been trying to compile the example codes from the
> Windows Mobile 2003 SE SDK from Imagination Technologies for OpenGL ES
> 1.0 Common Lite profile. My current commandline is:
> arm-wince-mingw32ce-g++ -DARMV4 -D_ARM_ -
Hello there. I've been trying to compile the example codes from the Windows
Mobile 2003 SE SDK from Imagination Technologies for OpenGL ES 1.0 Common
Lite profile. My current commandline is:
arm-wince-mingw32ce-g++ -DARMV4 -D_ARM_ -DUNICODE -D_UNICODE
-DPVRT_FIXED_POINT_ENABLE -DDEBUG -D_WIN32_IE=
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