
http://www.youtube.com/watch?v=1mr7h-zt ... e=youtu.be
Started learning OpenGL ES 1.x a few days ago and figured the gl gears demo would be a good place to start. I can't take credit for the code, all I did was cut and paste and cross my fingers. All the code came from the web (most from the http://www.khronos.org/opengles/ site) and from the demos in /opt/vc/src/hello_pi.
RPIGears is using OpenGL ES 1.x. The gears are setup in a vertex array on the client (CPU main memory). The program doesn't do much. Most of the work is done at startup where the vertex arrays (indexed triangles) are built for each gear. Once the gears are built the the program just updates the transformation matrix with a rotation of 1 degree for each gear each frame.
The video shows RPIGears running at full screen 1280x1024 24bit frame buffer with 16 bit depth buffer. VSYNC is turned off. By running through a terminal window on the desktop the best FPS was 77. I think the biggest bottle neck is uploading the vertex arrays for each gear each frame. The next version will be using vertex buffer objects to see if there is a difference in performance. Then I will tackle a OpenGL ES 2.x version.
I'll post the code here once I figure out how.
