diff options
author | Sven Gothel <[email protected]> | 2019-06-23 08:03:04 +0200 |
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committer | Sven Gothel <[email protected]> | 2019-06-23 08:03:04 +0200 |
commit | bba73bc096250a3c7fc036d84b1ea054d1b70b06 (patch) | |
tree | ed02575eac2a46bd49627444dcce972946ae8d2e /src/jogl/classes/jogamp/opengl/egl | |
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 'src/jogl/classes/jogamp/opengl/egl')
-rw-r--r-- | src/jogl/classes/jogamp/opengl/egl/EGLGLnDynamicLibraryBundleInfo.java | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/jogl/classes/jogamp/opengl/egl/EGLGLnDynamicLibraryBundleInfo.java b/src/jogl/classes/jogamp/opengl/egl/EGLGLnDynamicLibraryBundleInfo.java index 6a3a20100..b30a901f4 100644 --- a/src/jogl/classes/jogamp/opengl/egl/EGLGLnDynamicLibraryBundleInfo.java +++ b/src/jogl/classes/jogamp/opengl/egl/EGLGLnDynamicLibraryBundleInfo.java @@ -59,7 +59,7 @@ public final class EGLGLnDynamicLibraryBundleInfo extends EGLDynamicLibraryBundl if( Platform.OSType.MACOS == osType ) { libsGL.add("/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"); libsGL.add("GL"); - } else if( Platform.OSType.WINDOWS == Platform.getOSType() ) { + } else if( Platform.OSType.WINDOWS == osType ) { libsGL.add("OpenGL32"); } else { // this is the default lib name, according to the spec |