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Re: opengl version

by David Faught :: Rate this Message:

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As Josh says, you shouldn't need to touch the VM to add OpenGL
functions.  The only thing you need to compile is Squeak code with the
Squeak compiler.  All the OpenGL functions are called dynamically via
FFI, and are wrapped by the OGLExtManager class to make them platform
independent.

On 5/21/08, Joshua Gargus <schwa@...> wrote:

> Is this a completely unrelated question?  You shouldn't need to touch the VM
> to add PBO support.
>
> Addressing the question... John McIntosh has set up nice XCode projects for
> compiling VMs on OS X.  However, I'm not sure where he stashes it by
> default.  I couldn't find it in the SVN repository on squeakvm.org.  You'd
> probably have more success asking the question the Squeak list.  Sorry I
> don't have the actual answer.
>
> Cheers,
> Josh
>
>
>
>
> On May 21, 2008, at 3:45 PM, Matthew Chadwick wrote:
>
> Thanks guys. I have built the Squeak VM & plugins for Unix before so I have
> some vague idea of what to do, but I'm currently on a OS X -- is there
> anything I should know about building Squeak for OS X Leopard ? I've
> googled, but the results are scant.
>
> Joshua Gargus wrote:
> (For some reason, David's mail is screwed up in my mail-reader, so I can't
> reply-all.  So, I'm responding to this message)
>
> David is correct about massaging the header file (or probably easier, the
> spec for the OpenGL extension you're interested in:
> http://opengl.org/registry/) so that Squeak can import it.  There is some
> good documentation in the class comment of OGLExtManager.
>
> It turns out that ARB_pixel_buffer_object is about the easiest extension you
> could hope to add (nice place to dip your toes in!)... it doesn't require
> any new function definitions (since Croquet already supports
> ARB_vertex_buffer_object), and only defines 4 new constants.
>
> Let us know if you run into trouble,
>
> Cheers,
> Josh
>
>
>
>
>
> On May 16, 2008, at 1:06 PM, David Faught wrote:
> On 5/14/08, Matthew Chadwick <post@...> wrote:
> there are some features of OpenGL 2.0 I'd like to use (e.g. PBOs). How might
> I go about bringing Croquet's interface to OpenGL up to 2.0 ?
>
> First, carefully read through the page at
> http://croquetconsortium.org/index.php/OpenGL_in_Croquet
> especially the part about the OGLExtManager class comments, and look
> at some of the existing examples.
>
> As I recall, adding the FBO support was a matter of manually
> reformatting parts of the OGL header (.h) files into something that
> looks like the required definitions for Squeak.
>
> Correct, either that or start with the function prototypes in the spec of
> the OpenGL extension you're interested in.
>
>  I think someone has
> semi-automated this process, but it's not that hard for just a few
> functions.  If you haven't tried it before, fileOut a method or two
> and take a look at the .st or .cs file format.  It's not too difficult
> to reformat the proper portions of the standard .h files.
>
> I think I might have PBO code kicking around.  I'll check this weekend.
>
> Josh
>
>
> Cheers,
> Dave
>
>
>
>
>
> On May 14, 2008, at 1:57 PM, Matthew Chadwick wrote:
> there are some features of OpenGL 2.0 I'd like to use (e.g. PBOs). How might
> I go about bringing Croquet's interface to OpenGL up to 2.0 ?
>
> tb@... wrote:
> Hi,
> AFAIK you need at least OpenGL 1.3 because of big textures, but that will
> change to at least 1.4 when Croquet makes more use of shaders.
>
> Cheers...
> thbr
>
>
>
>
>
>
>

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