Closed cies closed 7 years ago
Thank you for your interest! Targeting OpenGL ES and mobile in general has been a goal of mine. Off the top of my head I don't think gelatin-gl
is using any special operations that are not supported by OpenGL ES. I think a lot of the code can be reused. gelatin-gl
uses the gl
package, so if gl
will support OpenGL ES then we may be able to use gelatin-gl
with some extra build flags and small amount of modification. The shaders are using version 330
, but they may work fine with version 300 es
as well.
More than anything else it will take having a working cross compiler and a lot of knowledge about the differences between OpenGL and OpenGL ES, which I don't know, but I'm happy to help.
Also keep in mind that this library is very turbulent right now and it will be a couple months or more before it settles down and is ready for a 1.0 release.
Thank you for your interest!
Thank you for choosing an open source license :)
Targeting OpenGL ES and mobile in general has been a goal of mine.
Good to hear. It's the most widely adopted GL* spec at the moment.
gelatin-gl uses the gl package, so if gl will support OpenGL ES
gl
does support, it even has modules for the GLES 20 and 30 subsets:
https://hackage.haskell.org/package/gl-0.7.8/docs/Graphics-GL-Embedded20.html https://hackage.haskell.org/package/gl-0.7.8/docs/Graphics-GL-Embedded30.html
with some extra build flags and small amount of modification.
Or just do it like gl
; provide a module for it!
More than anything else it will take having a working cross compiler and a lot of knowledge about the differences between OpenGL and OpenGL ES, which I don't know, but I'm happy to help.
I've gained some experience with that in the past 6 months (both on iOS and Android, though not GLES specific).
Also keep in mind that this library is very turbulent right now and it will be a couple months or more before it settles down and is ready for a 1.0 release.
I love turbulent libs.
Have a great day. :)
You too! Let's keep this issue open so we can continue to work on this :+1:
I've removed the explicit attribute layout in the glsl shaders in favor of a more Haskellish solution using glBindAttribLocation. That was the only non-OpenGL ES functionality I can recall.
I really like this project and find many things in here that would fit a project that I'm currently working on. Especially now that SDL2 is supported (which I need for multi-touch).
But I want to be able to compile to iOS, so GLES is a requirement. I wonder how hard it would be to make a
gelatin-gles
backend. Just to get an idea for the amount of work it will cost me.