anyone doing ogre on gles2.0?

Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
Daqula
Gnoblar
Posts: 2
Joined: Fri Mar 20, 2009 6:05 pm

anyone doing ogre on gles2.0?

Post by Daqula »

hi,
is there anyone officially doing this now?
if not, I want to do this, are there some kinds of preconditions I should pass through or I just start off right now?
User avatar
xavier
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 9481
Joined: Fri Feb 18, 2005 2:03 am
Location: Dublin, CA, US
x 22

Re: anyone doing ogre on gles2.0?

Post by xavier »

Plenty of talk about the OpenGL ES 1.x render system, but I didn't see anything in a quick search about 2.x. I do recall seeing it discussed, just can't find it right now.
Do you need help? What have you tried?

Image

Angels can fly because they take themselves lightly.
User avatar
Kojack
OGRE Moderator
OGRE Moderator
Posts: 7157
Joined: Sun Jan 25, 2004 7:35 am
Location: Brisbane, Australia
x 538

Re: anyone doing ogre on gles2.0?

Post by Kojack »

Assaf Raman has been looking at it, so probably best to see what he's been up to.

The tricky thing about ES 2.0 is that it's scrapped the entire fixed function pipeline (so everything must be done with shaders), and it uses ESSL for shading (similar to GLSL).

With the Pandora getting closer and es2.0 hardware popping up on netbooks and mobiles, an es2.0 renderer for ogre would be very cool, as long as someone other than me does it. :)
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Re: anyone doing ogre on gles2.0?

Post by Assaf Raman »

It is on my TODO list – but only in a few months after the new "fixed function emulation shader generator" is ready. Even after it is ready – I don't know how hard it will be to port it from CG to GLSL, so if you want to wait for me – it will take a while.

GLSL2.0 without the fixed function is not useful for me – but if you want to create the support of it yourself – you are welcome.

I am still not sure if this should be a new render system or new code and #define in the existing GLSL1.x render system.

Can you explain more about your need for GLSL2.0 support? If there were such support - what whould you use it for?
Watch out for my OGRE related tweets here.
Daqula
Gnoblar
Posts: 2
Joined: Fri Mar 20, 2009 6:05 pm

Re: anyone doing ogre on gles2.0?

Post by Daqula »

sorry for my slow response. I got some busy days before.
to be more clearly, pls let me explain my thought from start, my initial goal is want see ogre on iphone. currently iphone only have es1.1 but we can see that it will have es2.0 support soon. so I just want to do porting work directly from es2.0, that's what I was thinking when I post that note in several weeks ago.
now my thought has a little changed, as former post said, I totally agree that there's a kind of big obstacle, we need to write many shader to replace the all the fixed pipeline in es1.1. and the more important is iphone with es1.1 has been sold out more than 20M, that's a huge number.
so what I am thinking now is to do porting on iphone with es1.1 firstly.

sorry for my bad English:)

-daqula
warmi
Gnoll
Posts: 674
Joined: Sun May 27, 2007 3:56 am
Location: USA

Re: anyone doing ogre on gles2.0?

Post by warmi »

Assaf Raman wrote: ...
GLSL2.0 without the fixed function is not useful for me – but if you want to create the support of it yourself – you are welcome.
The latest iPhone 3GS should fit the bill.

Quoting from their dev docs:
----
--------
The PowerVR SGX is the graphics processor in Apple’s newest iPhones and is
designed for OpenGL ES 2.0. The graphics driver for the PowerVR SGX also
implements OpenGL ES 1.1 by efficiently implementing the fixed-function
pipeline using shaders. More information about PowerVR technologies can be
found in the PowerVR Technology Overview. Detailed information about the
PowerVR SGX can be found in the POWERVR SGX OpenGL ES 2.0 Application
Development Recommendations.
------------
User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: anyone doing ogre on gles2.0?

Post by masterfalcon »

After I'm finished with the iPhone port I may take a look at building a GLES 2.0 rendersystem. But not until the 19th when my new 3G S arrives :D
hagenkaiser
Kobold
Posts: 33
Joined: Tue May 01, 2007 11:21 am

Re: anyone doing ogre on gles2.0?

Post by hagenkaiser »

Hello,

So how are your advances?
Im just downloading IPhoneSDK.
Want to do Games for my Ipod Touch.
What do you think how much work it is to get Ogre on the Iphone/Ipod?
What experiences do you have?
I would like to dive into this as well.
gles2.0 is not my priority. Just to get Ogre on the Iphone at all.

Cheers
Hagen
User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: anyone doing ogre on gles2.0?

Post by masterfalcon »

hagenkaiser wrote:Hello,

So how are your advances?
Im just downloading IPhoneSDK.
Want to do Games for my Ipod Touch.
What do you think how much work it is to get Ogre on the Iphone/Ipod?
What experiences do you have?
I would like to dive into this as well.
gles2.0 is not my priority. Just to get Ogre on the Iphone at all.

Cheers
Hagen
At the moment it runs, there are missing textures on some devices. Performance isn't amazing, but it's getting there. I have a couple major issues to iron out before an initial release of OGRE for iPhone. After that my plan is to tackle hardware optimization of matrix ops using VFP and NEON, whichever is appropriate. In a similar fashion to how SSE is used to accelerate on x86 platforms.
hagenkaiser
Kobold
Posts: 33
Joined: Tue May 01, 2007 11:21 am

Re: anyone doing ogre on gles2.0?

Post by hagenkaiser »

hi again,

if you posted a link to the code i would be happy to take a look. (dont want to push you of course)
are you planning to release this on ogreaddons?
User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: anyone doing ogre on gles2.0?

Post by masterfalcon »

hagenkaiser wrote:hi again,

if you posted a link to the code i would be happy to take a look. (dont want to push you of course)
are you planning to release this on ogreaddons?
I'm not sure. Depends on what sinbad wants to do. I've been building it into SVN trunk right now. I need to clean up the code a bit before making it available.
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 67

Re: anyone doing ogre on gles2.0?

Post by sinbad »

I'd like to officially support the iPhone, so I'm all for a core inclusion on this one.
User avatar
boyamer
Orc
Posts: 459
Joined: Sat Jan 24, 2009 11:16 am
Location: Italy
x 6

Re: anyone doing ogre on gles2.0?

Post by boyamer »

me too :) i can help out
smithbob
Gnoblar
Posts: 5
Joined: Tue Apr 08, 2008 12:32 pm

Re: anyone doing ogre on gles2.0?

Post by smithbob »

Hello ....
I am ready to help too ... I just checkout the trunk and found the xcodeproj for MacOSX is remplaced by CMake.
Does the CMake "project" for ogre support iPhone build in the trunk ?
Or is there a branch for iPhone dev ?

Thanks
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 67

Re: anyone doing ogre on gles2.0?

Post by sinbad »

masterfalcon's work is not public yet - there will be a patch soon I'm sure, which will be incorporated into trunk if all looks well.
User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: anyone doing ogre on gles2.0?

Post by masterfalcon »

sinbad wrote:masterfalcon's work is not public yet - there will be a patch soon I'm sure, which will be incorporated into trunk if all looks well.
Ya, I've got to finish supporting different orientations, make sure everything I did with CMake works right and double check that I didn't break other platforms then it should be good to go for an initial release. I'm shooting for this week, hopefully my fever won't say otherwise.

I'll write up some building instructions on the wiki too. CMake can't set specific project settings in Xcode so some additional steps are required.
smithbob
Gnoblar
Posts: 5
Joined: Tue Apr 08, 2008 12:32 pm

Re: anyone doing ogre on gles2.0?

Post by smithbob »

Ok good to ear... once it is in the trunk we will test it if you want.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Re: anyone doing ogre on gles2.0?

Post by Assaf Raman »

Some screenshots of an OGRE sample on an iphone will be nice. :D
Watch out for my OGRE related tweets here.
User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: anyone doing ogre on gles2.0?

Post by masterfalcon »

Assaf Raman wrote:Some screenshots of an OGRE sample on an iphone will be nice. :D
I think I can make that happen! Any specific samples that you'd like to see?
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Re: anyone doing ogre on gles2.0?

Post by Assaf Raman »

it will be nice to see following demos "ParticleFX", "SkeletalAnimation" and "Gui".
Thanks :D
Watch out for my OGRE related tweets here.
User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: anyone doing ogre on gles2.0?

Post by masterfalcon »

Assaf Raman wrote:it will be nice to see following demos "ParticleFX", "SkeletalAnimation" and "Gui".
Thanks :D
I don't haven't worked on CEGUI yet so I can't get ya screens of the Gui demo but I can post pics of the other 2 and more if you'd like. It's getting late now so I'll get them posted in the morning.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Re: anyone doing ogre on gles2.0?

Post by Assaf Raman »

Thanks! I can't wait.
Watch out for my OGRE related tweets here.
User avatar
:wumpus:
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3067
Joined: Tue Feb 10, 2004 12:53 pm
Location: The Netherlands
x 1

Re: anyone doing ogre on gles2.0?

Post by :wumpus: »

If you get me a nice gles2.0 capable device I'll take a look at it :P
hagenkaiser
Kobold
Posts: 33
Joined: Tue May 01, 2007 11:21 am

Re: anyone doing ogre on gles2.0?

Post by hagenkaiser »

oh btw.
will there be a fallback to gles 1.1 for older iphones?

grtz
User avatar
masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
x 126

Re: anyone doing ogre on gles2.0?

Post by masterfalcon »

Here ya go guys!

http://www.flickr.com/photos/40021446@N07/?saved=1
hagenkaiser wrote:oh btw.
will there be a fallback to gles 1.1 for older iphones?

grtz
When I started the 3GS wasn't out yet and there isn't a 2.0 rendersystem...yet. I'll work on that once I've gotten the 1.x system fleshed out a little bit more. I'm thinking that I'll probably have it use 2.0 if available and fall back to 1.1 otherwise. Probably with an option to force the rendersystem type too, in case someone doesn't want the GL ES 2.0 subsystem for some reason.

As you can see, especially from the Skeletal Animation demo, performance isn't that great in some cases. The CPU is spending a lot of time with matrix/vector ops. I've stubbed in code to use the SIMD units on both types of CPUs but I haven't gotten to it yet. It's a high priority item on my TODO list.

Back to the day job! It's really cool to see people excited about this, I know I am! :D