Using shell with Beagleboard (ES 2.0)

This topic contains 4 replies, has 3 voices, and was last updated by  Xmas 8 years, 5 months ago.

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  • #29779

    hnyk
    Member

    Hi

    I have made a program in Windows emulation platform and I would like to test it on Beagleboard. How can I do this? Should I just change the PVRShellOS-files? Where can I get those files? Or should I just order SDK from TI? I read somewhere that it supports only 16bpp framebuffer. This is kind of bad because I need 8b per channel. But I only need one channel, so is there a way to set framebuffer channels to 1 or 2?

    #32999

    Xmas
    Member

    Yes, you should be able to get the SDK from TI, which contains the necessary files. Support for EGL window surface configurations is platform specific, but you should always be able to use 8bpc off-screen textures/renderbuffers as FBO colour attachments. Only RGB and RGBA formats are renderable, though.

    #33000

    prabindh
    Member

    >>  I read somewhere that it supports only 16bpp framebuffer.

     

    The latest versions of the OMAP3 graphics SDK have support for 32 bpp. You can expect an update in another week in the OMAP3 Graphics SDK download page.

     

    In addition, if you have a keyboard input based application, you would need to map it using an input driver. Typically you connect these via an USB hub on the beagleboard.
    #33001

    hnyk
    Member
    Xmas wrote:
    Yes, you should be able to get the SDK from TI, which
    contains the necessary files. Support for EGL window surface
    configurations is platform specific, but you should always be able to
    use 8bpc off-screen textures/renderbuffers as FBO colour attachments.
    Only RGB and RGBA formats are renderable, though.

    Okay, so you are saying that 16b framebuffer restriction only effects
    to what is seen on the screen and I can do 24b framebuffer rendering
    off-screen. I read about framebuffer objects from ES 2.0 specification
    and the table 4.5 says that there are no 8bc color renderable formats
    for renderbuffer. Should I use texturebuffers? I didn’t find
    information about texturebuffer formats.

    prabindh wrote:
    >>  I read somewhere that it supports only 16bpp framebuffer.

     

    The latest versions of the OMAP3 graphics SDK have support for 32
    bpp. You can expect an update in another week in the OMAP3 Graphics SDK
    download page.

     

    In addition, if you have a keyboard input based application, you
    would need to map it using an input driver. Typically you connect these
    via an USB hub on the beagleboard.

    This is good news. I hope that this information is solid.

    #33002

    Xmas
    Member
    hnyk wrote:
    Okay, so you are saying that 16b framebuffer restriction only effects

    to what is seen on the screen and I can do 24b framebuffer rendering

    off-screen. I read about framebuffer objects from ES 2.0 specification

    and the table 4.5 says that there are no 8bc color renderable formats

    for renderbuffer. Should I use texturebuffers? I didn’t find

    information about texturebuffer formats.

    The extension GL_OES_rgb8_rgba8, which should be present, adds 8bpc RGB and RGBA renderbuffer formats. You should also be able to render to 8bpc textures.

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