GL_OES_vertex_half_float and OES_element_index_uint - opengl-es-2.0

I've checked through glGetString(GL_EXTENSIONS) that my OpenGL ES 2.0 implementations did not support GL_OES_vertex_half_float and OES_element_index_uint. I'm using MALI 400 MP. Are there any way to restore both of them?
Thanks

It is not possible to "restore" an extension. If the extension is not included in the string returned by glGetString(GL_EXTENSIONS) it means that the OpenGL ES driver does not support that particular extension, so the feature is not available.
So on your current device / drivers you're out of luck, I'm afraid.
You could try to request that the driver vendor adds support for these extensions in the future; for Mali, try these forums. But, of course, there may be HW limitations that prevent certain extensions from being supported.

Related

Endianess (Big Endian/Little Endian) support in plc4x library

I want to check if there is support for endianness(little endian/big endian) in plc4x modbus library to process the response based on that . I could not find any documentation or example on how to use if it exists.
So, request to same some links here if available.
Right now we currently don't support this, but we are aware of an option to fix this. Till now we haven't implemented any support for this mainly because none of our core contributors has access to such a Modbus device. If you have one particular device in mind, could you please name the Type an model or if you could provide us with such a device ... perhaps we can come up with an implementation.

Setting SDK version fallback resource values in UWP

My application is compiling against Windows Creators Update (15063), but is supposed to run on a minimum version of 10586; however, some colour resources we used seem to be missing on old versions.
The exact whereabouts of failing resources are unknown (as the incompatible resources are), so temporarily, I want to give a global fallback value to eliminate crashes on old SDKs.
Is there any programmatic C# or automatic XAML way I can do it?
You could check whether certain features are available at runtime. There are many ways how to achieve that. You can read more about how to write version adaptive code for example here and here.

What differs different Vulkan loaders from each other?

First I wonder about some minor details to see if I understand some concepts properly:
Is vulkan-1.dll (or libvulkan.so.1 on Linux) what is referred to as the loader?
When I use HMODULE vulkan_module = LoadLibrary( "vulkan-1.dll" );, is this using the loader from the graphics driver (provided that the previous detail is true)?
Now to the actual question. It seems that the loader is responsible for pulling drivers together to have them seem as one "unit" of sorts, as well as collecting available extensions and validation layers. What then differs the LunarG loader (for example) from those provided by graphics drivers? Why would one want to use one over the other?
Vulkan drivers do not contain anything that would reasonably be called a "loader". They are "providers".
The purpose of a "loader" is to load what the "providers" provide. The most basic thing a loader does is find the implementations' DLLs and interact with them. This differs based on the platform. With Windows, they probably use registry settings to hunt down the implementation DLLs. On Android, their built-in support probably centralizes things. And so forth.
The only commonly used loader is LunarG's SDK loader (which does use the filename vulkan-1). Some have written their own, but LunarG's is the only one with widespread usage.
"the loader" or "official loader" or "Khronos loader" or "LunarG loader" or "VulkanRT" are AFAIK the same. It's from the project KhronosGroup/Vulkan-LoaderAndValidationLayers.
What differs (between those provided by the Khronos, LunarG SDK, and drivers) is usually only a version. (Typically LunarG SDK lags behind Khronos and driver lags behind both.)
More then you ever wanted to know of its inner workings is in the loader documentation.
Run-time dynamic linking as you propose should be possible (you would do the LoadLibrary() then GetProcAddress() the vkGetInstanceProcAddr() command and then rest from it).
(On Windows) I think most people use the convenient dll import library vulkan-1.lib from LnG SDK with whatever vulkan-1.dll is in the System32.

SSML using Chrome TTS

I'm trying to give a little more clarity to TTS sentences by indicating emphasis, etc. I'm using the Chrome TTS API, which indicates that it accepts SSML-formatted documents in addition to raw text.
After many attempts, and a reading a few comments on the web, it doesn't look like this is actually supported, or possibly that this is up to individual voices for implementation.
Does anyone know:
Has SSML been abandoned under Chrome?
If not, is there any indication whether they expect to support it via native voice, or they're hoping that someone else will implement?
Do any Chrome voices currently exist that support this?
Thanks!
I'm a Chrome engineer. SSML support has not been implemented yet, but it's planned. Obviously not all engines would support it, but when we implement SSML support we'll also implement support for stripping SSML from engines that don't support it.
Sorry the documentation is misleading here.
Star this bug to express interest and get notified when it's fixed: https://code.google.com/p/chromium/issues/detail?id=88072
If anyone's looking at this later, you can control prosody on Mac Chrome using Apple's native command syntax, at least for the default voices:
the square root of [[pbas +4]] 2 [[char LTRL]]a[[char NORM]] to the [[pbas +4]] 14 [[char LTRL]]x[[char NORM]]
Documented here.

Media on Windows CE using Compact Framework

I have the following requirements:
I need a api that works on CE (x86) + .NET Compact Framework to play videos (Similar to CorePlayer API... Just free)?
Is their anything else available or must I use CorePlayer?
You could use the MediaPlayer with COM interop. Have a look at this and this.
Also, Media Player may not be installed in your device.
You need to use DShow and have the codecs for whatever media you intend to play in the image. COM interop for WMP 9.0 (which is what ships up through at least CE 5.0, maybe also in 6.0) is a non-starter for managed code.
If you don't know DShow, it's a fair amount of work - even in native code - as DShow is not a fun or friendly API set.
The plus side is that you don't need WMP at all in the image, so you can typically use a Core CE license (Pro is required to use WMP). I know of a commercial DShow control, but you said you're looking for a free solution and I'm not aware of anything other than rolling your own. Depending on your level of familiarity with COM interop (which you'll need for the DShow stuff) and the use of DShow and filtergraphs, I'd allocate at least a week or two to getting this working.
One added note - the complexity also changes depending on how you want the video displayed. If it's just full-screen then it's a bit less work than getting it inside a Window within your app. Not a lot less, but at least a little.
DirectShow?
Check out this page for a starting point.
Provided that DirectShow is present on your CE, which I don't know...
EDIT: Since you can use DirectShow, I'd like to add a bit.
As ctacke notes, it can be a lot of work if you do everything manually, but it's pretty straightforward if you can use IGraphBuilder (see the sample I linked above).
I don't know much about DirectShow versions, but the one included with Windows Mobile 6.0 lacks a splitter for MPEG audio. It means, e.g., that out of the box it won't play .mp3 files unless you wrap them in RIFF headers.
I bet you can convert some of DirectShow.Net to run on CE if you are looking for a C# solution.