Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-03-27 Thread Daniel Monteiro
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-15 Thread Danny Backx
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 ;

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-15 Thread Daniel Monteiro
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-15 Thread Daniel Monteiro
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?

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-10 Thread Daniel Monteiro
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-10 Thread Vincent Richomme
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-10 Thread Daniel Monteiro
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-10 Thread Vincent Richomme
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-09 Thread Danny Backx
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-09 Thread Daniel Monteiro
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

Re: [Cegcc-devel] issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

2010-02-09 Thread Danny Backx
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_ -