[hpsdr] Heterodyne for iPad and Hermes Video

Hermann hvh.net at gmail.com
Wed Apr 11 09:16:59 PDT 2012


Thanks for the remarks, Jeremy!

I've never used OpenGL ES before, but these infos are good to know.
Recently I got rid of all the GLU dependencies, because it is not
continued, afaik. That wasn't too bad. I also make heavy use of vertex
arrays, cause its simply more efficient.

So I have to think about an iPad :-) soon after my Hermes board is
completed!

73, Hermann


On Wed, Apr 11, 2012 at 5:35 PM, Jeremy McDermond <mcdermj at xenotropic.com>wrote:

> On Apr 11, 2012, at 7:42 AM, Hermann <hvh.net at gmail.com> wrote:
>
> ***** High Performance Software Defined Radio Discussion List *****
>
> Hi Jeremy,
>
> that is really awsome! Curious to see your OpenGL ES code!
>
>
> The code for the waterfall didn't turn out to be a whole lot different.
> The big thing was that the class that I used to create the color gradients
> doesn't exist on iOS so I had to write a routine myself.
>
> Other notes of interest on porting to OpenGL ES:
>
> 1)  OpenGL ES 2.0 is a completely different beast than anything else.
>  Since it has done away with the fixed rendering pipeline, you actually
> have to write your own vertex shaders and arrange for them to get compiled.
> If you're porting existing code, use OpenGL ES 1.1 instead, at least as an
> intermediate effort.
>
> 2) GL_QUADS has been removed, so you have to simulate it with
> GL_TRIANGLE_STRIP. This isn't too bad except that your texture mapping has
> to change.
>
> 3). None of the GLu functions are present, so you have to use the regular
> forms of functions like glOrtho2D.
>
> 4). glBegin/glEnd are gone. You should be using vertex arrays anyways.
>
> 5). There are a reduced number of pixel formats available for textures.
> GL_UNSIGNED_INT is not available, you have to use GL_UNSIGNED_BYTE.
>
>
> 73, Hermann
>
> DL3HVH
>
>
> --
> Jeremy McDermond NH6Z
> nh6z at nh6z.net
>
>
>
> On Wed, Apr 11, 2012 at 8:24 AM, Jeremy McDermond <mcdermj at xenotropic.com>wrote:
>
>> ***** High Performance Software Defined Radio Discussion List *****
>>
>> I finally managed to make OpenGL ES my slave for the display code and
>> things are looking a lot better now.  I snapped a quick video with my
>> iPhone to show you folks how things are looking so far.  There's still a
>> lot to be done to get things ready so that I'm able to let some folks try
>> it out, but I made some significant progress this evening.  Here's the
>> video:
>>
>> http://www.youtube.com/watch?v=_-1L2aA9MtA
>>
>> Hermes also seems to be behaving quite well and I've made really no
>> changes to at least get it to the basic functionality point.  There are
>> some changes to the spec that will be needed for a few things, but those
>> should be fairly easy to get going in both Heterodyne for Mac and
>> Heterodyne for iPad (the use much the same code for the hardware driver).
>>
>> --
>> Jeremy McDermond (NH6Z)
>> Xenotropic Systems
>> mcdermj at xenotropic.com
>>
>>
>>
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