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Hi Steven,
I know this has been asked multiple times, but I'm trying to port a minimal core of Pangolin on Android. I'm doing the work myself, but it would be useful if you could enlight me with a couple of details. I'm looking at the openGL side right now, and it seems that it's not really compatible with OpenGL ES2. Ideally I would aim for ES2 cause all reasonably old Android devices should support that. (https://developer.android.com/about/dashboards).
I see you used a lot of internal formats in glformattraits.h that are not supported, and I'm wondering why you deal with that and not just use GL_RGBA for everything. Is that useful for something in particular?
These are the internal formats available on openGL ES2: GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA. (https://docs.gl/es2/glTexImage2D).
Let me know if this porting it's something that you are interested in, you can contact me at ing.fiorito(at)gmail.com
The text was updated successfully, but these errors were encountered:
My apologies for the glacially slow reply - you've probably moved on by now, but a small note that for a time Pangolin did support android and it has some vestigial code related to it.
Regarding your question about the internal formats - that is to support direct upload from different data sources without a hidden conversion in the OpenGL API which I've historically found to be incredibly slow and a huge source of performance issues. Sometimes scientific apps really want the original pixels for use in their shaders etc too. On Android or what-have-you, it seems acceptable that you would get a runtime error when trying to use an unsupported format, and with documentation on which formats are preferred for wider compatibility.
Hi Steven,
I know this has been asked multiple times, but I'm trying to port a minimal core of Pangolin on Android. I'm doing the work myself, but it would be useful if you could enlight me with a couple of details. I'm looking at the openGL side right now, and it seems that it's not really compatible with OpenGL ES2. Ideally I would aim for ES2 cause all reasonably old Android devices should support that. (https://developer.android.com/about/dashboards).
I see you used a lot of internal formats in glformattraits.h that are not supported, and I'm wondering why you deal with that and not just use GL_RGBA for everything. Is that useful for something in particular?
These are the internal formats available on openGL ES2: GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA. (https://docs.gl/es2/glTexImage2D).
Let me know if this porting it's something that you are interested in, you can contact me at ing.fiorito(at)gmail.com
The text was updated successfully, but these errors were encountered: