OpenGL ES on iPAQ hx4700 using Hybrid Rasteroid

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4 comments, last by sampoLappalainen 17 years, 12 months ago
I'm using Hybrid Rasteroid (http://www.hybrid.fi/main/products/devtools.php) to run OpenGL on an iPAQ hx4700. The OpenGL code is running fine but the problem (I think) is with the EGL part of things. Instead of a window, an OpenGL rendering context is created for the entire screen, which covers the notification areas on the Pocket PC i.e. you can't access the keyboard icon at the bottom or the 'Start' menu at the top. The other thing (probably related) is that the screen appears to be offset vertically by approx. 20 pixels. It's easy enough to just offset everything to correct this but the full screen problem remains. I've tried the Vincent lib (which does create the correct rendering context, full screen but without covering the notification areas) but the Hybrid lib appears to be much more solid (and faster). Does anybody have similar experiences with Rasteroid or (better still) a fix?
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EGL can render into pixel map instead of full screen.
Atrriubute for it
EGL_SURFACE_TYPE, EGL_PIXMAP_BIT
Create pixmap from bitmap with eglCreatePixmapSurface and make it current with eglMakeCurrent. Render into bitmap and copy bitmap into whatever place you want.
I used it on the symbian. Have no expirience with win mobile, may be it will work on win mobile too.
Thanks, sounds like it'll work. Just one question: Won't painting to a bitmap (and then blitting to screen) be much slower than painting directly to an EGL rendering context and then doing eglSwapBuffers()? My content covers the whole screen (except the notificatio areas ;-) so that's a lot of blitting on a mobile. Using eglSwapBuffers() I get approx. 20 fps with fullscreen painting.
Most probably not. 3d staff usually a lot more CPU consuming than blitting. However if there is something like direct screen access in win mobile better use it, just to be sure. As I said on 20fps it probably will not make a difference. Isn't there someting called GAPI (Game API) in win moble ?
I'd still prefer to use just one lib (Rasteroid/EGL). My guess is that EGL already uses GAPI on mobiles for eglSwapBuffers() so if I can get the Rasteroid implementation working then that would be first prize. Problem is that the hybrid forums (http://forum.hybrid.fi/) are very (VERY) quiet so not that easy to get help with it. Perhaps it will be fixed in a subsequent release.
Hi all,

I answered your question about the issue on our forums. Sorry for the somewhat late answer...

Here's a link to the thread:

http://forum.hybrid.fi/viewtopic.php?t=556

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o Sampo Lappalainen, Sr. Software Systems Engineer, Hybrid Graphics
o http://www.hybrid.fi
o Sampo Lappalainen, Sr. Software Systems Engineer, Hybrid Graphicso http://www.hybrid.fi

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