[Bf-committers] BlenderPocket and iPhone/iTouch

Damien Plisson damien.plisson at yahoo.fr
Sun Sep 27 10:46:25 CEST 2009

Hi, for Cocoa porting, and especially for the move to 64bit, SDL lib  
is the main issue.
The current SVN is not fully Cocoa 64bit compatible (some code still  
uses Carbon, and other parts use undocumented hacks).

Furthermore, I wonder if this is a good idea to have two different  
components (ghost & sdl) accessing the hardware/os layer ?

No other issues spotted so far for other libs.


Le 27 sept. 2009 à 09:35, Campbell Barton a écrit :

> Hi Damien & Cocoa porters, Is being able to disable some of blenders
> dependencies helps when porting?
> Eg, OpenEXR, Python, SDL, ffmpeg, fluidsim...
> Blender2.5 without python isnt usable but I was wondering if the BGE
> without python could be useful for porting to handhelds.
> Id not mind doing this on some lazy afternoon, do you have an idea if
> this would be helpful?
> Btw, fluids don't use SDL for threads anymore (from the wiki)
> On Sun, Sep 27, 2009 at 12:02 AM, Damien Plisson
> <damien.plisson at yahoo.fr> wrote:
>> Ghost port effort to Cocoa is just re-beginning now. The good news is
>> that we are now working on it. But you'll have to give us a few weeks
>> to have a full working version ;)
>> You can get the details on the updated wiki page :
>> http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/CocoaBlender
>> Damien
>> Le 26 sept. 2009 à 23:44, Salvatore Russo a écrit :
>>> Hi Guys ;)
>>> To be sure that there are not misunderstandings:
>>> 1) BlenderPocket is today perfectly running my PocketPC (Asus 620BT)
>>> with CPU:400MHZ, no OpenGL ES hadware acceleration at all and 30MB  
>>> of
>>> free RAM, with a screen 320X240. An ipod touch 2G has a CPU:533MHZ,
>>> OpenGL ES hadware acceleration with PowerVR GPU and has 50MB of free
>>> RAM
>>> (total of 128MB), with a screen 480X320. And as a bonus, you have
>>> multi
>>> touch (with the best quality of screen I ever seen) and an
>>> accelerometer.
>>> 2) It is hard for me to defend the use of BlenderPocket since I  
>>> worked
>>> hard on this project ;) I am not objective at all ;) But what I can
>>> say
>>> is that I played a lot with it...
>>> 3) The UI of BlenderPocket is already using only OpenGL ES  
>>> functions.
>>> I will clarify the context of my questions/remarks:
>>> 1) Ghost doesn't have a cocoa version and if one (even experimental)
>>> is
>>> available somewhere, it will save me lot of time and would help me  
>>> to
>>> concentrate on the real issues: making it work with Cocoatouch and
>>> find
>>> the best methaphors to manipulate blender only with fingerS. I just
>>> need
>>> cocoa to create a window (to initialyze OpenGL contect) and catch  
>>> low
>>> level events.
>>> 2) Concerning jailbreaking, you are not able to send any application
>>> in
>>> the device unless you pay 90€ to Apple and Apple has to accept the
>>> application... And I have some doubt that Apple will ever accept  
>>> this
>>> very experimental project not totally consistent with "the way they
>>> see
>>> the world". And even if Apple would accept it, Blenderpocket is  
>>> really
>>> not at the level of quality of what the Blender Foundation produce  
>>> and
>>> it could damage the image of Blender. BlenderPocket is experimental
>>> and
>>> I never pretended something else ;)
>>> 3) For Python, I didn't said it will not work on itouch (I am sure  
>>> the
>>> contrary), it is just that I didn't analyzed the situation
>>> carefully...
>>> Salvatore
>>> http://russose.free.fr/
>>> _______________________________________________
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> -- 
> - Campbell
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