aboutsummaryrefslogtreecommitdiffstats
path: root/.classpath
diff options
context:
space:
mode:
authorSven Gothel <[email protected]>2019-06-23 08:03:04 +0200
committerSven Gothel <[email protected]>2019-06-23 08:03:04 +0200
commitbba73bc096250a3c7fc036d84b1ea054d1b70b06 (patch)
treeed02575eac2a46bd49627444dcce972946ae8d2e /.classpath
parent154e91978498d8b6db9ce34a1f06b298bcf4c361 (diff)
iOS: Initial working commit supporting iOS (ipad pro 11)
using our OpenJFK 9 x86_64 and arm64 build. Test demo class is 'com.jogamp.opengl.demos.ios.Hello', residing in the new demo folder 'src/demos/com/jogamp/opengl/demos/ios/Hello.java'. This commit does not yet include a working NEWT specialization for iOS, but it shall followup soon. Instead this commit demonstrates JOGL operating on native UIWindow, UIView and CAEAGLLayer as provided by Nativewindow's IOSUtil. Test Video https://www.youtube.com/watch?v=Z4lUQNFTGMI +++ Notable bug: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). Therefor the default demo GLEventListener chosen here don't require a depth buffer ;-) This issue can hopefully be mitigated with other means than using a flat FBO sink similar to FBO multisampling.
Diffstat (limited to '.classpath')
-rw-r--r--.classpath1
1 files changed, 1 insertions, 0 deletions
diff --git a/.classpath b/.classpath
index 04a8dac8e..46fb778f0 100644
--- a/.classpath
+++ b/.classpath
@@ -33,6 +33,7 @@
</classpathentry>
<classpathentry kind="src" path="src/oculusvr/classes"/>
<classpathentry kind="src" path="oculusvr-sdk/jogl/src/classes"/>
+ <classpathentry kind="src" path="src/demos"/>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER"/>
<classpathentry combineaccessrules="false" kind="src" path="/gluegen"/>
<classpathentry kind="con" path="org.eclipse.jdt.USER_LIBRARY/Ant"/>