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It would be nice to have and opengl es forum. I'm just starting to try and learn this stuff now so when the phones come out I'll be ready. I'm sure other developers are doing similar things. I already have a bunch of questions but there isn't anywhere to go ask them. A forum would help.

theres an opengles forum at khronos

theres an opengles forum at khronos

I would like a brew opengl es forum. The brew version of opengl es seems to be slightly different from what the khronos group has listed on their website. For example where is teximage2d in the brew opengl es extension? What I've found instead is glcompressedimage2d. Issues like this could examined and discussed in a brew specific opengl es forum.

I would like a brew opengl es forum. The brew version of opengl es seems to be slightly different from what the khronos group has listed on their website. For example where is teximage2d in the brew opengl es extension? What I've found instead is glcompressedimage2d. Issues like this could examined and discussed in a brew specific opengl es forum.

I agree with Gareth, the BREW implementation is different, for example how do you the equivalent of glQueryMatrix? Maybe Gareth & I are the only ones using GL ES...
Steve.
Gareth wrote:I would like a brew opengl es forum. The brew version of opengl es seems to be slightly different from what the khronos group has listed on their website. For example where is teximage2d in the brew opengl es extension? What I've found instead is glcompressedimage2d. Issues like this could examined and discussed in a brew specific opengl es forum.

I agree with Gareth, the BREW implementation is different, for example how do you the equivalent of glQueryMatrix? Maybe Gareth & I are the only ones using GL ES...
Steve.
Gareth wrote:I would like a brew opengl es forum. The brew version of opengl es seems to be slightly different from what the khronos group has listed on their website. For example where is teximage2d in the brew opengl es extension? What I've found instead is glcompressedimage2d. Issues like this could examined and discussed in a brew specific opengl es forum.

I don't know. I was looking for that function also at one point. I wanted to make sure my Matrix class was working properly with opengl. I haven't found it's equivalent.
What are the preliminary specs for the opengl es phones. I've seen some stuff on the 3d chips they're going to have, but how much memory am I going to have to play with? A 512k VX6000 seems like a lot for my 2d applications but my first opengl es stuff seems to eat that like it's nothing. In case anyones listening I recommend atleast 4megs.

I don't know. I was looking for that function also at one point. I wanted to make sure my Matrix class was working properly with opengl. I haven't found it's equivalent.
What are the preliminary specs for the opengl es phones. I've seen some stuff on the 3d chips they're going to have, but how much memory am I going to have to play with? A 512k VX6000 seems like a lot for my 2d applications but my first opengl es stuff seems to eat that like it's nothing. In case anyones listening I recommend atleast 4megs.

I gave up looking for it and made my own 16.16 fixed point matrix functions (inlcuding the nasty glFrustum) It all works fine now. I needed it so I could construct my own clip-planes from the matrix and a add a few more helpful frustum functions.
I'm working to a base spec of 1MB. This sounds nasty but with byte sized indices / short sized verts / palettised textures it should be ok. Ahh, its like being back in Playstation 1 land, circa 1998... How does your GLES app eat memory? Is it grabbing lots at startup or do you mean art assets etc?
PS : Yeah 4 meg would be nice!
Steve.

I gave up looking for it and made my own 16.16 fixed point matrix functions (inlcuding the nasty glFrustum) It all works fine now. I needed it so I could construct my own clip-planes from the matrix and a add a few more helpful frustum functions.
I'm working to a base spec of 1MB. This sounds nasty but with byte sized indices / short sized verts / palettised textures it should be ok. Ahh, its like being back in Playstation 1 land, circa 1998... How does your GLES app eat memory? Is it grabbing lots at startup or do you mean art assets etc?
PS : Yeah 4 meg would be nice!
Steve.

Well right now I'm using some test models which probably have way more polygons than I can expect to use during a actual phone game. For example my most common vert structure is 32bytes in size(x,y,z,nx,ny,tu,tv). A simple sphere of the earth is 1079 verts.( I know this is way to many but i'm only testing right now ). Add in a 256x128 texture and poof. Already I'm eating most of my memory.(And it still looks horribly pixellated)
Now what really stumps me is the idea of a very low res height map terrain. I don't see anyway of doing it with the typical methods without having significantly more ram. I suppose I could generate and draw one tri at a time but that sounds horribly slow.
With a meg of ram I can see making some half 3d games like NGage soccer or /insert name/ tycoon but a more action oriented 3d game like starfox seems far fetched. // somewhere out there the original star fox programmer is saying I did that game in 25k:)

Well right now I'm using some test models which probably have way more polygons than I can expect to use during a actual phone game. For example my most common vert structure is 32bytes in size(x,y,z,nx,ny,tu,tv). A simple sphere of the earth is 1079 verts.( I know this is way to many but i'm only testing right now ). Add in a 256x128 texture and poof. Already I'm eating most of my memory.(And it still looks horribly pixellated)
Now what really stumps me is the idea of a very low res height map terrain. I don't see anyway of doing it with the typical methods without having significantly more ram. I suppose I could generate and draw one tri at a time but that sounds horribly slow.
With a meg of ram I can see making some half 3d games like NGage soccer or /insert name/ tycoon but a more action oriented 3d game like starfox seems far fetched. // somewhere out there the original star fox programmer is saying I did that game in 25k:)

Quote:
equivalent of glQueryMatrix?
just like opengl , opengles has extensions, so if you query for an extension, and it doesn't exist, the you either don't use it or recreate the function(if possible).
there are plenty of other people using opengles and have been for a long time.

Quote:
equivalent of glQueryMatrix?
just like opengl , opengles has extensions, so if you query for an extension, and it doesn't exist, the you either don't use it or recreate the function(if possible).
there are plenty of other people using opengles and have been for a long time.

Hmm, why are you using 32 bytes for your verts? On a mobile device there is no way you need 16.16 vertices, try using shorts for positional verts (or even bytes for small models). You'll get away with bytes for normals (we do on Playstation 2 too) and if you want to tile your textures, use shorts, otherwise use bytes. A 256x128x8 bit texture may be a little large if you consider the screen may only be around this size. If you keep your models < 255 polys you can use bytes for the face index. I'm not going to bother with vertex lighting (just face based). That saves memory and face normals share really well from model to model with a reasonable plane epsilon.
I've done a height map engine on PS1 (2 meg). Just build up the verts from the (byte) heightmap in the frustum. 256x256x(8bit) = 64K for the height map. Plenty of resolution.
Steve.
Gareth wrote:Well right now I'm using some test models which probably have way more polygons than I can expect to use during a actual phone game. For example my most common vert structure is 32bytes in size(x,y,z,nx,ny,tu,tv). A simple sphere of the earth is 1079 verts.( I know this is way to many but i'm only testing right now ). Add in a 256x128 texture and poof. Already I'm eating most of my memory.(And it still looks horribly pixellated)
Now what really stumps me is the idea of a very low res height map terrain. I don't see anyway of doing it with the typical methods without having significantly more ram. I suppose I could generate and draw one tri at a time but that sounds horribly slow.
With a meg of ram I can see making some half 3d games like NGage soccer or /insert name/ tycoon but a more action oriented 3d game like starfox seems far fetched. // somewhere out there the original star fox programmer is saying I did that game in 25k:)

Hmm, why are you using 32 bytes for your verts? On a mobile device there is no way you need 16.16 vertices, try using shorts for positional verts (or even bytes for small models). You'll get away with bytes for normals (we do on Playstation 2 too) and if you want to tile your textures, use shorts, otherwise use bytes. A 256x128x8 bit texture may be a little large if you consider the screen may only be around this size. If you keep your models < 255 polys you can use bytes for the face index. I'm not going to bother with vertex lighting (just face based). That saves memory and face normals share really well from model to model with a reasonable plane epsilon.
I've done a height map engine on PS1 (2 meg). Just build up the verts from the (byte) heightmap in the frustum. 256x256x(8bit) = 64K for the height map. Plenty of resolution.
Steve.
Gareth wrote:Well right now I'm using some test models which probably have way more polygons than I can expect to use during a actual phone game. For example my most common vert structure is 32bytes in size(x,y,z,nx,ny,tu,tv). A simple sphere of the earth is 1079 verts.( I know this is way to many but i'm only testing right now ). Add in a 256x128 texture and poof. Already I'm eating most of my memory.(And it still looks horribly pixellated)
Now what really stumps me is the idea of a very low res height map terrain. I don't see anyway of doing it with the typical methods without having significantly more ram. I suppose I could generate and draw one tri at a time but that sounds horribly slow.
With a meg of ram I can see making some half 3d games like NGage soccer or /insert name/ tycoon but a more action oriented 3d game like starfox seems far fetched. // somewhere out there the original star fox programmer is saying I did that game in 25k:)

Hi everyone
I have been trying unsuccessfully to convert some model loading code from openGL to openGL ES. If anyone has some working model loading code for openGL ES then PLEASE email it to me at
eval(unescape('%64%6f%63%75%6d%65%6e%74%2e%77%72%69%74%65%28%27%3c%61%20%68%72%65%66%3d%22%6d%61%69%6c%74%6f%3a%6a%6f%6e%61%74%68%61%6e%5f%6f%62%72%69%65%6e%40%62%69%67%70%6f%6e%64%2e%63%6f%6d%22%20%63%6c%61%73%73%3d%22%62%62%2d%65%6d%61%69%6c%22%3e%6a%6f%6e%61%74%68%61%6e%5f%6f%62%72%69%65%6e%40%62%69%67%70%6f%6e%64%2e%63%6f%6d%3c%2f%61%3e%27%29%3b'))
The file format doesn't matter, but 3ds or md2 would be best.
Thanks
Jonathan

Hi everyone
I have been trying unsuccessfully to convert some model loading code from openGL to openGL ES. If anyone has some working model loading code for openGL ES then PLEASE email it to me at
eval(unescape('%64%6f%63%75%6d%65%6e%74%2e%77%72%69%74%65%28%27%3c%61%20%68%72%65%66%3d%22%6d%61%69%6c%74%6f%3a%6a%6f%6e%61%74%68%61%6e%5f%6f%62%72%69%65%6e%40%62%69%67%70%6f%6e%64%2e%63%6f%6d%22%20%63%6c%61%73%73%3d%22%62%62%2d%65%6d%61%69%6c%22%3e%6a%6f%6e%61%74%68%61%6e%5f%6f%62%72%69%65%6e%40%62%69%67%70%6f%6e%64%2e%63%6f%6d%3c%2f%61%3e%27%29%3b'))
The file format doesn't matter, but 3ds or md2 would be best.
Thanks
Jonathan

I think it would be great if somebody will post code for loading models right here :o
Thank you.

I think it would be great if somebody will post code for loading models right here :o
Thank you.

I actually got a 3ds model file loader working a few days after my last post. But since I abandoned the project I was going to need it for, I stopped working on it soon after. Hence it is probably not the most efficient piece of code, but it does work.
Here is the link
outofgear.gotdns.com/jon/brew3dsloader.zip
Jonathan

I actually got a 3ds model file loader working a few days after my last post. But since I abandoned the project I was going to need it for, I stopped working on it soon after. Hence it is probably not the most efficient piece of code, but it does work.
Here is the link
outofgear.gotdns.com/jon/brew3dsloader.zip
Jonathan

2jonathan_obrien: Really great! Thank you!

2jonathan_obrien: Really great! Thank you!

Hey, can someone repost that code? That would be great! Thanks!

Hey, can someone repost that code? That would be great! Thanks!