diff options
author | Sven Gothel <[email protected]> | 2019-06-23 08:03:04 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2019-06-23 08:03:04 +0200 |
commit | bba73bc096250a3c7fc036d84b1ea054d1b70b06 (patch) | |
tree | ed02575eac2a46bd49627444dcce972946ae8d2e /.classpath | |
parent | 154e91978498d8b6db9ce34a1f06b298bcf4c361 (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-- | .classpath | 1 |
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"/> |