• Home
  • History
  • Annotate
  • only in /frameworks/native/opengl/tests/angeles/

..02-Jul-20154 KiB


app-linux.cpp02-Jul-20157.2 KiB

app.h02-Jul-20151.6 KiB

cams.h02-Jul-20152.5 KiB

demo.c02-Jul-201523 KiB

include/02-Jul-20154 KiB

license-BSD.txt02-Jul-20151.8 KiB

license-LGPL.txt02-Jul-201525.8 KiB



README.txt02-Jul-20153.5 KiB

shapes.h02-Jul-20153.6 KiB


2San Angeles Observation OpenGL ES version example
3Copyright 2004-2005 Jetro Lauha
4Web: http://iki.fi/jetro/
5See file license.txt for licensing information.
8This is an OpenGL ES port of the small self-running demonstration
9called "San Angeles Observation", which was first presented in the
10Assembly'2004 event. It won the first place in the 4 KB intro
11competition category.
13The demonstration features a sightseeing of a futuristic city
14having many different kind of buildings and items. Everything is
15flat shaded with three different lights.
17The original version was made for desktop with OpenGL. It was
18naturally heavily size optimized in order to fit it in the size
19limit. For this OpenGL ES version example much of the code is
20cleaned up and the sound is removed. Also detail level is lowered,
21although it still contains over 60000 faces.
23The Win32 (2000/XP) binary package of original version is
24available from this address: http://jet.ro/files/angeles.zip
26First version of this OpenGL ES port was submitted to the Khronos
27OpenGL ES Coding Challenge held in 2004-2005.
29As a code example, this source shows the following:
30  * How to create a minimal and portable ad hoc framework
31    for small testing/demonstration programs. This framework
32    compiles for both desktop and PocketPC Win32 environment,
33    and a separate source is included for Linux with X11.
34  * How to dynamically find and use the OpenGL ES DLL or
35    shared object, so that the library is not needed at
36    the compile/link stage.
37  * How to use the basic features of OpenGL ES 1.0/1.1
38    Common Lite, such as vertex arrays, color arrays and
39    lighting.
40  * How to create a self contained small demonstration
41    application with objects generated using procedural
42    algorithms.
44As the original version was optimized for size instead of
45performance, that holds true for this OpenGL ES version as
46well. Thus the performance could be significantly increased,
47for example by changing the code to use glDrawElements
48instead of glDrawArrays. The code uses only OpenGL ES 1.0
49Common Lite -level function calls without any extensions.
51The reference OpenGL ES implementations used for this application:
52  * Hybrid's OpenGL ES API Implementation (Gerbera) version 2.0.4
53    Prebuilt Win32 PC executable: SanOGLES-Gerbera.exe
54  * PowerVR MBX SDK, OpenGL ES Windows PC Emulation version
55    Prebuilt Win32 PC executable: SanOGLES-PVRSDK.exe
57Note that DISABLE_IMPORTGL preprocessor macro can be used
58to specify not to use dynamic runtime binding of the library.
59You also need to define preprocessor macro PVRSDK to compile
60the source with PowerVR OpenGL ES SDK.
62The demo application is briefly tested with a few other OpenGL ES
63implementations as well (e.g. Vincent, GLESonGL on Linux, Dell
64Axim X50v). Most of these other implementations rendered the demo
65erroneously in some aspect. This may indicate that the demo source
66could still have some work to do with compatibility and correct
67API usage, although the non-conforming implementations are most
68probably unfinished as well.
70Thanks and Acknowledgements:
72* Toni L�nnberg (!Cube) created the music for original version, which
73  is not featured in this OpenGL ES port.
74* Sara Kapli (st Rana) for additional camera work.
75* Paul Bourke for information about the supershapes.