[Bf-committers] Pocketpc
Salvatore Russo
salvatore.russo at laposte.net
Fri Nov 11 14:07:25 CET 2005
Hallo everybody,
Some news about my work on Blender for Pocketpc.
After some development and tests (especially with Mesa), I took the decision to use the official OpenGL implementation for Embedded System and work on a wrapper emulating all Opengl missing functions.
Thus, for example, I am using Texture Font and not Bitmap font because Opengl ES doesnt know Bitmaps and I emulated functions like gldrawpixel drawing textures
The two main issues where I am working now are:
1)selection mode used in Blender (GL_SELECT) and not available in OpenGL ES (only GL_RENDER is there)
2)front and back buffer
Opengl ES doesnt have direct access to front buffer
For selection mode:
As I understood, selection mode is used for picking
I am implementing a solution rendering in a backbuffer, testing if pixel are rendered (in the view volume)
basically doing everything opengl does
But to be honest, I dont believe I am in the best way: it will be very expensive for a small pocketpc to do all that
especially if it need to be done for each picking. There are other solution for picking (ray pick or color coding for example) and I can not imagine that Blender uses the selection mode to manage all picking.
Do you think it is really necessary to emulate completely the opengl selection mode for Blender? Or maybe there is a more efficient solution taking advantage of a mecanism al-ready implemented in Blender ? where could I check in the source?
For the second issue (front and back buffer):
I didnt begin to code this part yet
As I understood, front buffer drawing is used in Blender to draw menus. I plan to draw everything in back buffer and eventually to use an other off-screen buffer to not lose information
Do you have any advise about the best approach? An efficient approach to no load the pocketpc with not usefull operation :=)
Thanks a lot for your help and advise,
Salvatore
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