diff options
author | Xerxes Rånby <[email protected]> | 2012-03-23 10:03:11 +0100 |
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committer | Xerxes Rånby <[email protected]> | 2012-03-23 10:03:11 +0100 |
commit | 7fee6205875c61d84f3335aea4d72ae0c157e9e5 (patch) | |
tree | 4ae5b2730abc80e8e7fed18f1cf53d86242e4317 /src | |
parent | 7f02346217306f2c77601b19d8fe28cfadd30ccb (diff) |
RawGL2ES2demo: Mention JOGL probing of system installed libGL and libEGL.
Diffstat (limited to 'src')
-rw-r--r-- | src/demos/es2/RawGL2ES2demo.java | 20 |
1 files changed, 17 insertions, 3 deletions
diff --git a/src/demos/es2/RawGL2ES2demo.java b/src/demos/es2/RawGL2ES2demo.java index c76b43a..df119a5 100644 --- a/src/demos/es2/RawGL2ES2demo.java +++ b/src/demos/es2/RawGL2ES2demo.java @@ -81,7 +81,7 @@ public class RawGL2ES2demo implements GLEventListener{ /* Introducing the OpenGL ES 2 Vertex shader * * The main loop inside the vertex shader gets executed - * one time for each vertice. + * one time for each vertex. * * vertex -> * uniform data -> mat4 projection = ( 1, 0, 0, 0, * (0,1,0) / \ 0, 1, 0, 0, @@ -169,7 +169,7 @@ static final String fragmentShader = /* Introducing projection matrix helper functions * * OpenGL ES 2 vertex projection transformations gets applied inside the - * vertex shader, all you have to calculate and supply a projection matrix. + * vertex shader, all you have to do are to calculate and supply a projection matrix. * * Its recomended to use the com/jogamp/opengl/util/PMVMatrix.java * import com.jogamp.opengl.util.PMVMatrix; @@ -242,6 +242,20 @@ static final String fragmentShader = private int ModelViewProjectionMatrix_location; public static void main(String[] s){ + + /* This demo are based on the GL2ES2 GLProfile that allows hardware acceleration + * on both desktop OpenGL 2 and mobile OpenGL ES 2 devices. + * JogAmp JOGL will probe all the installed libGL.so, libEGL.so and libGLESv2.so librarys on + * the system to find which one provide hardware acceleration for your GPU device. + * Its common to find more than one version of these librarys installed on a system. + * For example on a ARM Linux system JOGL may find + * Hardware accelerated Nvidia tegra GPU drivers in: /usr/lib/nvidia-tegra/libEGL.so + * Software rendered Mesa Gallium driver in: /usr/lib/arm-linux-gnueabi/mesa-egl/libEGL.so.1 + * Software rendered Mesa X11 in: /usr/lib/arm-linux-gnueabi/mesa/libGL.so + * Good news!: JOGL does all this probing for you all you have to do are to ask for + * the GLProfile you want to use. + */ + GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2)); GLWindow canvas = GLWindow.create(caps); @@ -410,7 +424,7 @@ static final String fragmentShader = gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, 3); //Draw the vertices as triangle gl.glDisableVertexAttribArray(0); // Allow release of vertex position memory - gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory + gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory } public void dispose(GLAutoDrawable drawable){ |