Re: Chromium, DMX and OpenGL 2.0

Brian Paul <[email protected]> Mon, 14 Jan 2008 14:16:13 -0700
Newsgroups gmane.comp.graphics.chromium.devel
Message-ID <[email protected]>
Adding to the core is basically equivalent to adding extensions in this 
case.  Both involve adding new entrypoints and the underlying code.

-Brian

Chris Burns wrote:
> 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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> 
> 


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