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hi all,

I am developing a 3D game for LG VX 9700. (Brew 3.1.5)
While initializing 3D eglGetProcAddress("eglGetColorBufferQUALCOMM") returns NULL.
It is working perfectly fine for devices like LG 9800, LG 10000.
I have tried querying EGL extensions by
eglQueryString (iEglDisplay, EGL_EXTENSIONS);

It returns EGL_NEXUS_DISPLAY_FROM_PBUFFER;
So i tried eglGetProcAddress("EGL_NEXUS_DISPLAY_FROM_PBUFFER")
It also returns NULL.
I have been able to render pure 3D without eglGetProcAddress. But i need eglGetProcAddress to merge 3D with 2D.

Anybody know any alternaticve please reply.
Thanks in advance.

Hi,
I am having same problem any suggestions????

Hi,
I am having same problem any suggestions????

Any Suggestions??

Any Suggestions??

LG 9800,LG 10000 uses MSM 6550 chipset and LG 9700 uses MSM 6800A . I think only MSM 6550 supports eglGetColorBufferQUALCOMM (m not sure though). I guess the same thing is not possible with MSM 7500 chipset. Anyways try to avoid 3D / 2D native mixing. Try to use quads in orthographic projection for rendering 2D data.
nyways try this ... (this works with MSM6550, although this solution didnt work with MSM 7500)
//call these two functions after 3d drawing
glFinish()
glFlush()
//call native 2d rendering function eg. IIMAGE_Draw
..
..
..
//
IBITMAP_Invalidate(deviceBitmap,&screenRect);
IDISPLAY_UpdateEx(display,false);

LG 9800,LG 10000 uses MSM 6550 chipset and LG 9700 uses MSM 6800A . I think only MSM 6550 supports eglGetColorBufferQUALCOMM (m not sure though). I guess the same thing is not possible with MSM 7500 chipset. Anyways try to avoid 3D / 2D native mixing. Try to use quads in orthographic projection for rendering 2D data.
nyways try this ... (this works with MSM6550, although this solution didnt work with MSM 7500)
//call these two functions after 3d drawing
glFinish()
glFlush()
//call native 2d rendering function eg. IIMAGE_Draw
..
..
..
//
IBITMAP_Invalidate(deviceBitmap,&screenRect);
IDISPLAY_UpdateEx(display,false);