Yikes, but at least this is better than trying to figure out DRM from source.but the prospect of making all that C code usable from python or Rust isn't very appealing!
These libraries are huge, having its own #include etc... I think the best method possible is to write a simple own library in C, that calls all this complex drm/gbm/mesa stuff, then compile it to .so for linux and .a for Ultibo, then use it in fpc. Converting C headers is a manual task: these conversion tools are not too goodFree Pascal can convert C headers;)
Hopefully smarter people (pik33 etc) than me can figure that out.
But it's what everyone else has been waiting for. We can now run openGL and openGLES code in a window on the desktop
On the X11 Desktop? Er the Lazarus/FPC stuff just worked for me.But it's what everyone else has been waiting for. We can now run openGL and openGLES code in a window on the desktop
You may have found a bug. Since the development focus will be on ES, rather than Desktop GL, I’d switch to using GLES if you haven’t already - I don’t know what kind of overlap there is in the code bases for the different variants of the APIs - I wouldn’t want to count on fixes for desktop GL. There should be a big driver update soon with support for GLES 3.1 - I’d give that a try, when available, as there may be a fix for you.Swap_File wrote: ↑Wed Jan 22, 2020 2:10 pmI've tried it with GL_DEPTH_TEST on and off (generally I leave it off so the points are always visible), and I've tried glVertex3f with various z values that should work with no changes. It always works on my Pi3 but not on my Pi4.
Previously I was using glDrawArrays(GL_POINTS,..... ) and ran into the same problems on my Pi4. Maybe I have an issue with my OpenGL setup code that doesn't get exposed on the Pi3 but does on the Pi4. I'm not an OpenGL expert by any means, I'll poke around some more tonight.
I can get the points to work as expected on the Pi3 and Pi4 if I turn off texturing, but then I get a square block moving around. From my understanding untextured points are supposed to be square, so that's good and works, but It's not really what I want to do.
Code: Select all
Check your mesa version, Pi stuff is getting added all the time, 19.3.2 is now out.I'll check back in on the Desktop GL textured points situation once the new driver is released
Code: Select all
3d: Explicitly expose OpenGL ES Shading Language 3.1