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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 /src/jogl/classes/jogamp/opengl/egl
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 'src/jogl/classes/jogamp/opengl/egl')
-rw-r--r--src/jogl/classes/jogamp/opengl/egl/EGLGLnDynamicLibraryBundleInfo.java2
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