How do I generate OpenGL ES2 compatible files with glLoadGen? - opengl-es-2.0

I am using glLoadGen to generate a header/source pair to load extensions in OpenGL. pretty much what glew does.
This works fine and I have generated a 3.2 core context, but when compiling for the web with Emscripten I need my GL code to be Open GL ES2 compatible, and those 3.2 files from glLoadGen are causing errors since they load functions not compatible with ES2.
I tried to look in the documentation and even the source code of glLoadGen to see how to create ES2 compatible files, but I didn't find anything, and posting the question to their issue tracker here yielded no answers yet.
So is there anyone here who would know how to use glLoadGen to generate OpenGL ES2 compatible files so that I can compile with emscripten?
Thanks!

As a basic approximation it is possible to alter specs/glspec.lua (using regex) to mark every compatible-profile feature to be compatible for OpenGL 2.1. Then fixing assertion that only OpenGL >= 3.0 can have profiles allows to generate "core" 2.1 profile w/o features deprecated in 3.2, resulting in somewhat close enough to OpenGL ES 2.0 without extensions.

Related

how to compile objective c file in google native client?

I have a npapi plugin(bundle) for chrome, which use C++ and objective-c. now it needs to be build by google native client.
I wonder that can nacl support objective-c? how to compile o-c file by MakeFile
And if possible, how to build nacl plugin in Xcode? I tried, but i found that the libraries of nacl are " archive with no architecture specification".(use lipo -info *.a)
I hope someone to help me, thanks a lot!!!
If you use Objective-C without any of its usual libraries then you should be able to use the PNaCl toolchain (which is based on LLVM) to have it parse Objective-C. I'm not aware of projects that have done this, so you should definitely let folks on the mailing list know if you get something working (do keep the questions on SO, though!).
It sounds like your application won't be running on the open web (where only architecture-independent PNaCl can run, not NaCl), so you could either use the PNaCl toolchain to create a .pexe, or you could use the same toolchain to create a .nexe for each architecture you target. The documentation I linked to helps with both approaches, but note that using the PNaCl toolchain to create a .nexe is currently being improved. You can therefore follow the instructions on the bug tracker, or try out nacl-clang when it's released (or build it yourself if you're brave).

Using OpenGL ES 2.0 Extensions with Marmalade SDK

I want to use some of the non-standard GLES 2 extensions like 'GL_OES_vertex_array_object' but I can't find a way to use them with Marmalade SDK. I guess I have to initialize them with a marmalade related function like the wglGetProcAddress on Windows but I can't find anything about this on the net. Currently my code compiles fine, but on the linking process I get "unresolved external symbol" errors. Is there a way I can use these extensions with Marmalade?
This is covered in Marmalade Documentation.
I am one of the Marmalade SDK developers, and as I know support of GLES2 drivers was not finished yeat. This functionality should be released somewhere in the end of August. I know defenetly that it will not work for OSX.

How to install protocol buffers with Objective C/iOS 5 SDK?

Does anyone know how to get protocol buffers working with the most recent version of the iOS SDK?
I tried the instructions given here: http://code.google.com/p/metasyntactic/wiki/ProtocolBuffers
I have successfully installed 'protoc' and have also successfully compiled Objective-C output files using it, but the project that it tells you to list as a dependency is outdated and I get errors when I try to build my app.
Alternatively then, does anyone know to make the project compatible with the most recent version of the SDK?
You can find the related IOS 5 arc enabled port if metasyntactic protobuf
https://github.com/regwez/protobuf-objc-iOS5
Although I am having difficulties with the generated code (repeated type fields won't compile, at least for me), it might be a starting point for you.

Are XmlMtomReader and XmlMtomWriter fully implemented in Mono project?

I'm working on a cross-platform solution currently. The solution uses XmlMtomReader and XmlMtomWriter from .NET framework 3.0.
Now i need to know if these two classes (and all the nessasary infrastructure around them) are fully supported in Mono project from the porting-it-to-linux point of view. :)
You can check it on the mono status:
http://go-mono.com/status/
You can also check your code using the mono migration analyser
http://www.mono-project.com/MoMA
I checked they are currently not implemented
The APIs are available on the current Mono 2.6 preview, but they are not available on the 2.4 release (the current official release).

DbLinq and Mono 2.4: Working Together?

Hopefully this is a silly question and there's really a simple solution somewhere out there but...
Has anybody successfully gotten DbLinq to play nicely with Mono 2.4 on Mac OS X 10.5?
I've got my SQLite database ready but for the life of me, I can't find sqlmetal to generate my objects.
I'm guessing I might have to download a previous version of Mono that included sqlmetal, build and install it, and then just use the code generated from that version on Mono 2.4...but I'm hoping to avoid it at all costs.
I'd avoid using DBLinq for production code... many of Linq-To-SQL's features aren't implemented, and walking through the source code shows a low level of maturity... many of the methods are not implemented or marked as "unterminated".
...you've been warned!
Using the pre-compiled binary in this case just doesn't work.
To get a properly generated DbLinq data layer, you have to use the sqlmetal tool included with Mono (but, apparently, not with the pre-compiled binaries for OS X). You have to pull down the Mono trunk (along with all the dependencies) and build Mono from the source.
Once you build and install Mono from source, you should have the sqlmetal tool. Once you generate your code, it's as easy as including the generated *.cs file and importing Mono.Data.Sqlite.
Mono 2.6 will include for the first time a preview of DbLinq with Mono. You can take it out for a spin today if you install DbLinq on your own side-by-side with your current Mono setup.