README.txt 3.5 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677
  1. ------------------------------------------------------------------------
  2. San Angeles Observation OpenGL ES version example
  3. Copyright 2004-2005 Jetro Lauha
  4. Web: http://iki.fi/jetro/
  5. See file license.txt for licensing information.
  6. ------------------------------------------------------------------------
  7. This is an OpenGL ES port of the small self-running demonstration
  8. called "San Angeles Observation", which was first presented in the
  9. Assembly'2004 event. It won the first place in the 4 KB intro
  10. competition category.
  11. The demonstration features a sightseeing of a futuristic city
  12. having many different kind of buildings and items. Everything is
  13. flat shaded with three different lights.
  14. The original version was made for desktop with OpenGL. It was
  15. naturally heavily size optimized in order to fit it in the size
  16. limit. For this OpenGL ES version example much of the code is
  17. cleaned up and the sound is removed. Also detail level is lowered,
  18. although it still contains over 60000 faces.
  19. The Win32 (2000/XP) binary package of original version is
  20. available from this address: http://jet.ro/files/angeles.zip
  21. First version of this OpenGL ES port was submitted to the Khronos
  22. OpenGL ES Coding Challenge held in 2004-2005.
  23. As a code example, this source shows the following:
  24. * How to create a minimal and portable ad hoc framework
  25. for small testing/demonstration programs. This framework
  26. compiles for both desktop and PocketPC Win32 environment,
  27. and a separate source is included for Linux with X11.
  28. * How to dynamically find and use the OpenGL ES DLL or
  29. shared object, so that the library is not needed at
  30. the compile/link stage.
  31. * How to use the basic features of OpenGL ES 1.0/1.1
  32. Common Lite, such as vertex arrays, color arrays and
  33. lighting.
  34. * How to create a self contained small demonstration
  35. application with objects generated using procedural
  36. algorithms.
  37. As the original version was optimized for size instead of
  38. performance, that holds true for this OpenGL ES version as
  39. well. Thus the performance could be significantly increased,
  40. for example by changing the code to use glDrawElements
  41. instead of glDrawArrays. The code uses only OpenGL ES 1.0
  42. Common Lite -level function calls without any extensions.
  43. The reference OpenGL ES implementations used for this application:
  44. * Hybrid's OpenGL ES API Implementation (Gerbera) version 2.0.4
  45. Prebuilt Win32 PC executable: SanOGLES-Gerbera.exe
  46. * PowerVR MBX SDK, OpenGL ES Windows PC Emulation version 1.04.14.0170
  47. Prebuilt Win32 PC executable: SanOGLES-PVRSDK.exe
  48. Note that DISABLE_IMPORTGL preprocessor macro can be used
  49. to specify not to use dynamic runtime binding of the library.
  50. You also need to define preprocessor macro PVRSDK to compile
  51. the source with PowerVR OpenGL ES SDK.
  52. The demo application is briefly tested with a few other OpenGL ES
  53. implementations as well (e.g. Vincent, GLESonGL on Linux, Dell
  54. Axim X50v). Most of these other implementations rendered the demo
  55. erroneously in some aspect. This may indicate that the demo source
  56. could still have some work to do with compatibility and correct
  57. API usage, although the non-conforming implementations are most
  58. probably unfinished as well.
  59. Thanks and Acknowledgements:
  60. * Toni Lönnberg (!Cube) created the music for original version, which
  61. is not featured in this OpenGL ES port.
  62. * Sara Kapli (st Rana) for additional camera work.
  63. * Paul Bourke for information about the supershapes.
  64. ------------------------------------------------------------------------