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authorXerxes Rånby <xerxes@zafena.se>2012-03-23 10:03:11 +0100
committerXerxes Rånby <xerxes@zafena.se>2012-03-23 10:03:11 +0100
commit7fee6205875c61d84f3335aea4d72ae0c157e9e5 (patch)
tree4ae5b2730abc80e8e7fed18f1cf53d86242e4317
parent7f02346217306f2c77601b19d8fe28cfadd30ccb (diff)
RawGL2ES2demo: Mention JOGL probing of system installed libGL and libEGL.
-rw-r--r--src/demos/es2/RawGL2ES2demo.java20
1 files changed, 17 insertions, 3 deletions
diff --git a/src/demos/es2/RawGL2ES2demo.java b/src/demos/es2/RawGL2ES2demo.java
index c76b43a..df119a5 100644
--- a/src/demos/es2/RawGL2ES2demo.java
+++ b/src/demos/es2/RawGL2ES2demo.java
@@ -81,7 +81,7 @@ public class RawGL2ES2demo implements GLEventListener{
/* Introducing the OpenGL ES 2 Vertex shader
*
* The main loop inside the vertex shader gets executed
- * one time for each vertice.
+ * one time for each vertex.
*
* vertex -> * uniform data -> mat4 projection = ( 1, 0, 0, 0,
* (0,1,0) / \ 0, 1, 0, 0,
@@ -169,7 +169,7 @@ static final String fragmentShader =
/* Introducing projection matrix helper functions
*
* OpenGL ES 2 vertex projection transformations gets applied inside the
- * vertex shader, all you have to calculate and supply a projection matrix.
+ * vertex shader, all you have to do are to calculate and supply a projection matrix.
*
* Its recomended to use the com/jogamp/opengl/util/PMVMatrix.java
* import com.jogamp.opengl.util.PMVMatrix;
@@ -242,6 +242,20 @@ static final String fragmentShader =
private int ModelViewProjectionMatrix_location;
public static void main(String[] s){
+
+ /* This demo are based on the GL2ES2 GLProfile that allows hardware acceleration
+ * on both desktop OpenGL 2 and mobile OpenGL ES 2 devices.
+ * JogAmp JOGL will probe all the installed libGL.so, libEGL.so and libGLESv2.so librarys on
+ * the system to find which one provide hardware acceleration for your GPU device.
+ * Its common to find more than one version of these librarys installed on a system.
+ * For example on a ARM Linux system JOGL may find
+ * Hardware accelerated Nvidia tegra GPU drivers in: /usr/lib/nvidia-tegra/libEGL.so
+ * Software rendered Mesa Gallium driver in: /usr/lib/arm-linux-gnueabi/mesa-egl/libEGL.so.1
+ * Software rendered Mesa X11 in: /usr/lib/arm-linux-gnueabi/mesa/libGL.so
+ * Good news!: JOGL does all this probing for you all you have to do are to ask for
+ * the GLProfile you want to use.
+ */
+
GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2));
GLWindow canvas = GLWindow.create(caps);
@@ -410,7 +424,7 @@ static final String fragmentShader =
gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, 3); //Draw the vertices as triangle
gl.glDisableVertexAttribArray(0); // Allow release of vertex position memory
- gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory
+ gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory
}
public void dispose(GLAutoDrawable drawable){