Shards (Irrlicht on the iPhone) - with View Preview
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@cecil0812:
No, there is no port as such. This is simply an addition to Irrlicht (an opengl-es driver) for rendering on systems (usually mobile devices) which have an opengl-es implementation (iPhone being one of them).
If your interested in using Irrlicht on the iPhone then take a look at obj-c++. Using obj-c++ you can compile both c++ and obj-c alongside one another, meaning you can make calls to both Irrlicht and the iPhone SDK in the same project, same files, same blah... ...infact a simple renaming of your obj-c source files is all that is needed(from *.m to *.mm).
Apologies if i've misunderstood where your coming from - seems there's been some confusion in some posts, with the words "port" and "driver" being thrown about.
No, there is no port as such. This is simply an addition to Irrlicht (an opengl-es driver) for rendering on systems (usually mobile devices) which have an opengl-es implementation (iPhone being one of them).
If your interested in using Irrlicht on the iPhone then take a look at obj-c++. Using obj-c++ you can compile both c++ and obj-c alongside one another, meaning you can make calls to both Irrlicht and the iPhone SDK in the same project, same files, same blah... ...infact a simple renaming of your obj-c source files is all that is needed(from *.m to *.mm).
Apologies if i've misunderstood where your coming from - seems there's been some confusion in some posts, with the words "port" and "driver" being thrown about.
Last edited by SwitchCase on Thu Nov 13, 2008 5:16 pm, edited 1 time in total.
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Well, the OSX/iPhone guys should check if they can work on the OSX device, or if a special iPhone device is necessary. A device does basically set up the main render window (using the basic OS functions) and does I/O handling.
Next step is to add the OGL-ES driver creation call into those devices and check that rendering happens inside the mentioned main window.
This should lead to a basic version which makes iPhone apps at least possible. The next steps are optimization and bugfixing, because we need to clean up the color problems most ogl-es platforms currently have (because ogl-es doesn't offer the BGRA extension Irrlicht relies on) and other stuff. But right now I'd be very happy with OSX/iPhone specific setup routines.
Next step is to add the OGL-ES driver creation call into those devices and check that rendering happens inside the mentioned main window.
This should lead to a basic version which makes iPhone apps at least possible. The next steps are optimization and bugfixing, because we need to clean up the color problems most ogl-es platforms currently have (because ogl-es doesn't offer the BGRA extension Irrlicht relies on) and other stuff. But right now I'd be very happy with OSX/iPhone specific setup routines.
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- Posts: 170
- Joined: Sun Jul 01, 2007 11:41 pm
- Location: Manchester, UK
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- Posts: 170
- Joined: Sun Jul 01, 2007 11:41 pm
- Location: Manchester, UK
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- Joined: Fri Jun 29, 2007 11:47 am