Re: Chromium, DMX and OpenGL 2.0

Chris Burns <[email protected]> Mon, 14 Jan 2008 11:50:11 -0600
Newsgroups gmane.comp.graphics.chromium.devel
Message-ID <[email protected]>
I've read the document about adding OpenGL extensions to Chromium. I'm  
not sure what exactly the differences are in adding an extension  
versus adding core routines, since there is no guide to extending  
Chromium to new versions of OpenGL.

As it happens, my immediate need is for GLSL shader support, which is  
available through an ARB extension (not currently implemented in  
Chromium), as well as the 2.x core API. Do you know that it would be  
simpler to simply add support for this extension rather than adding  
the functionality as core routines?

Chris~

On Jan 11, 2008, at 8:35 AM, Brian Paul wrote:

> Brian Paul wrote:
>> Chris Burns wrote:
>>> Hi,
>>>
>>> I am working with a PC linux cluster that's using DMX and Chromium
>>> 1.9  to run OpenGL apps on a 3x3 tiled wall display. The problem I'm
>>> having  is that there seems to be an issue with OpenGL 2.0.
>>> Specifically, I  get a NULL pointer back when I try to call
>>> glCreateShader with either  GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
>>>
>>> If I re-login to the machine without DMX and run only on the head
>>> node  of the cluster, everything runs fine. Chromium doesn't seem to
>>> make  much difference either way.
>>>
>>> Does anyone know if DMX is somehow not compatible with the latest
>>> OpenGL API routines, or could show me where I need to look to find
>>> out  why I'm getting NULL?
>>
>> The problem is Chromium does not support OpenGL 2.x.
>>
>> It would be a fair-sized task (a couple weeks?) to implement but if
>> you're game, I could give some pointers.
>
> Several people have asked me for more details off-list.  Let's keep  
> the
> 2.0 discussion on the list.  Maybe several people can cooperate on it.
>
> Here's my previous reply:
>
>
> The glapi_parser/APIspec.txt file defines all the GL functions.  You'd
> begin by adding the GL 2.0 functions.  Then, when you run 'make'  
> quite a
> few python scripts will use the spec file to generate various .c  
> files.
>  There will be some failures where hand-coded functions will probably
> be needed.  Hand-coded functions are usually listed in "special"  
> files.
>
> I think there's a doc/ file that talks about how to add support for  
> new
> GL extensions.  That probably has some tips too.
>
> -Brian
>
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