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  1. #1
    Regular Contributor abolfoooud's Avatar
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    Hi,

    I have not worked before with OGL ES 1.1 but now i am in the process. I was just wondering how would the device know if my compiled code is based on ES 1.0 or ES 1.1! Is there any preprocessor macro that needs to be set to enable that? I am using N95 btw.

    thanx
    AF

  2. #2
    Nokia Developer Champion stenlik's Avatar
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  3. #3
    Regular Contributor abolfoooud's Avatar
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    Thank you for these.

    They have been really insightful, espicially the second which indicates using the FP with openGL. I shall try this soon.
    However, i still did not find a direct or indirect answer to my question! I am not sure if it slipt when i was reading through

    Fadi

  4. #4
    Nokia Developer Champion stenlik's Avatar
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    Hi,

    I agree with you - regarging the Open GL toics there is a guy with nickname "Flame" - he has a lot of good threads here. I'm starting with OpenGL and I found many of them really usefull!

    BR
    STeN

  5. #5
    Registered User Xmas's Avatar
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    Quote Originally Posted by abolfoooud View Post
    I was just wondering how would the device know if my compiled code is based on ES 1.0 or ES 1.1!
    It doesn't have to know. ES 1.1 is a strict superset of ES 1.0.

  6. #6
    Regular Contributor abolfoooud's Avatar
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    So that means that the code will be compiled with ES 1.1 by default, right?

    Anotehr question, does installing the ES 1.1 plugin for SDK 3rd ed replace teh existing ES binaries and headers, or does it add new files?

    cheers
    AF

  7. #7
    Nokia Developer Expert Flame's Avatar
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    Hi.

    I recommend you to use the S60 3rd edition FP1 SDK _without_ the plugin. It has full support for the OpenGL ES 1.0 and 1.1. The only thing you need to worry about, if you care about ES 1.0 support, is to NOT call functions that are present in OpenGL ES 1.1. That is the only thing you need to worry about (even with the "1.1" SDK).

    Jani Vaarala
    Graphics Architect
    Nokia

  8. #8
    Regular Contributor abolfoooud's Avatar
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    hhmm...that is tough!! Why not to use the plug in? and how can i uninstall it now? the uninstall option is not supported as mentioned in the releas notes. Also, there is no indication of what is being installed on my machine!!!

    Also if i use ES 1.0 functions like eglCreatePixmapSurface() would that work on N95?

    AF
    Last edited by abolfoooud; 2007-11-27 at 08:57.

  9. #9
    Registered User miguelbl's Avatar
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    eglCreatePixmapSurface() function will not work in any HW-accelerated device.

    Only options for HW-accelerated devices (N93,N95) are the screen and if you need an offscreen option, pbuffer.

    Then you can use eglCopyBuffers() to copy them to a native bitmap qith the same size as the pbuffer defined.

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