Hi,
This article is very negative and old regarding OpenGL ES being "weird and different" than the OpenGL "we are used to".
http://developer.symbian.org/wiki/3D...sing_OpenGL_ES
Well it's 2010 now (almost 2011), and OpenGL ES is anything but "weird and different" now.
What would make our jobs 1000x easier is if we had a sample program or article that didn't treat use like we've never done this before, but want to start making high performance games for Symbian^3 right now. Some 90%+ of the API's are meaningless to game developers, yet we have to spend hours/days combing the docs for fundamental details that are incredible common for us. Such things as:
- Take over the full screen as either OpenGL ES 1 or 2, in whatever way provides best performance (i.e. not sharing with any window manager, etc).
- How to get the screen resolution
- Where to request things like a Stencil or Depth Buffer
- Call a draw/refresh function either sync'd with the LCD refresh rate, or 60 times per second (if impossible)
- Get touch events
- Get orientation change events (or accelerometer data)
- Get key press events
- Exit (if appropriate)
- What common messages to watch for (Kill, Low battery, lost focus, gained focus)
- Where to read our files from
- Where to write our files to
- Playing a Music track using the DSP, making the song loop, adjusting volume.
- Detect when a music track is being played by the OS, so not to interrupt.
- If there's no Sound FX mixing API, tell us where to send raw PCM audio data so we can have sound fx AND music.
It doesn't even need per-line documentation. More than likely, the functions already are well named (GetKeypress). We can always drill down in to the documentation if we want to know more.
Thanks

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