i have done a mammoth amount of forum searching and googling before posting this....because i hate asking "the same old questions..."
I sit here, armed with a Raspberry Pi, running Raspian OS.
I am an experienced Perl programmer and am proficient using it with desktop OpenGL.
made the obvious first move (before researching) of installing the OpenGL perl module, copying one of my desktop perl scripts to the pi and trying to run it.
this worked when i was running the X environment at a glorious 0.005 frames per second. so clearly we were software rendering. then i got the picture that X was not 3d capable. fine. lets kill that and drop back to command prompt. with no X running we then hit a plethora of issues.
firstly......the Pi needs to have its opengl context kicked off by the egl library. In perl, we dont have a perl module for this. although capable with perl, i am not so good with C, so building the XS wrapper and creating the module is a big ask.
i have the C samples compiled and running......various red triangles and a particle system from the Raspi "benosteen" collection. also python samples working. as i said, i dont speak much C, and dont want to pollute my scripting brain with python just now. besides, on a desktop, perl provides better performance with opengl than python - so clearly thats the way i want to go.
i am aware the opengl es 2.0 is a huge change in the way we code our 3d apps......but i notice that Pi also supports 1.x
i have seen a wrapper for python for opengl es 2.0 and a ruby wrapper for 1.x
can i just confirm that my understanding is correct:
- Pi is never going to run 3d accelerated OpenGL (software only)
- it is capable of 3d accelerated OpenGL ES 1.x (frowned upon)
- the ultimate is OpenGL ES 2.0
if correct, then to make the most of the Pi, i've also got to get perl wrappers created for:
if i were to get the egl wrapper done........would i be able to use OpenGL ES 1.x on the Pi?
(using the existing OpenGL.pm)
i am assuming that the performance of 1.x on the Pi wont be as good as 2.0 but it might
be a temporary comprimise while the 2.0 wrappers are created & while my opengl skills migrate to 2.0 language (with all the nasty scary shaders!)
is anyone else working on this? anyone else interested?
i would be very interested in collaberating - code, testing, documentation, samples, etc
sorry this post is a little dis-jointed - have far too many thoughts & questions floating around in my shell-like.