

Android can dynamically link, but there are some annoying hoops to jump through to comply with the LGPL. iOS can't do dynamic linking (thus requiring you to either open source your application or release your object files so users can relink it). Do you have a preferred way of trying to discuss things (issues, goals, milestones, How do you plan on continuing to support 3rd party libraries? Just keep checking in binaries into the repo? Is there a particular reason for you committing 3rd party binaries into the repository as opposed to having the user build them him/herself (with the cmake scripts configuring them)? I'm guessing some of them might require a Unix-like system?Īlso, how do you plan on handling licensing issues? I'm guessing you won't include OpenALsoft and libsndfile in Android/iOS builds (and instead just use native APIs)? Their LGPL licences aren't good. What is your preferred way of me communicating with you? I'm used to mailing lists, and as SFML doesn't have one, I just use these forums.I'm worried that this change, and the fact that you had this massive commit might make Laurent cringe. Why did you change all the file/folder names (SFML -> sfml)? Actually, only some of them were changed.I had several problems with my frameBuffers not generating correctly and my textures not binding accurately.Sonkun, I'm looking at your code and I've got a few questions: My code works when rendering to the first texture but when I try to generate a new texture to render to, the app stops drawing. I bind a new texture like this: glGenTextures(1, &layers) Īnd then call the drawing method again. The above works OK, however when I want to render to a new texture my application stops drawing any new content. GlDrawArrays(GL_POINTS, 0, (int)vertexCount) GlFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, layers, 0) ĭraw: glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer) GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,, , 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL) GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)

GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) GlTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) GlBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer) GlBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer) GlGenRenderbuffers(1, &viewRenderbuffer) Generate frame buffer, textures, and render buffer: glGenFramebuffers(1, &viewFramebuffer) I draw using GL_POINTS based on the user touch location. OpenGL ES 3.1 - This API specification is supported by Android 5.0 (API level 21) and higher. OpenGL ES 3.0 - This API specification is supported by Android 4.3 (API level 18) and higher. What I need to do is render to multiple textures and then render all the textures to view. OpenGL ES 2.0 - This API specification is supported by Android 2.2 (API level 8) and higher. I am building an iPad app using OpenGL ES 2.0.
