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* Build scripts: MacOS + Windows: Use JDK-17 to build our Java-1.8 APISven Gothel2023-01-151-1/+1
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* iOS build scripts: Bump iOS 12.2 -> 13.2; Use GLUEGEN_CPPTASKS_FILE instead ↵Sven Gothel2020-01-021-2/+3
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* Scripts: Macos /opt-share -> /usr/local (Catalina Read-Only)Sven Gothel2019-12-021-3/+3
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* Bug 1363: Java 11: Adapt scripts for java11 (cont)Sven Gothel2019-08-191-4/+0
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* Bug 1363: Java 11: Adapt build scripts for java11Sven Gothel2019-08-191-4/+4
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* iOS: Initial working commit supporting iOS (ipad pro 11)Sven Gothel2019-06-231-0/+35
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.