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KolibriGL (OpenGL for KolibriOS)

Posted: Tue Dec 06, 2011 7:33 pm
by mariuszp
I have been working on a making an OpenGL implementation for KolibriOS. This would allow KolbriOS to use 3D hardware acceleration with the help of some drivers. There will also be a software renderer.

Who thinks that this is a good idea? All I need from you is 2 simple thinks:

1) I would like to reserve a system call number
2) I would like to reserve a window flag (WIN_OPENGL) to mark a window as an OpenGL window.

As far as I know most developers speak Russian, so I post it on this forum as I cannot speak Russian. If that's OK please tell me which system call I may reserve and which window flag.

Thank you.

Re: KolibriGL (OpenGL for KolibriOS)

Posted: Tue Dec 06, 2011 7:39 pm
by Mario

Re: KolibriGL (OpenGL for KolibriOS)

Posted: Tue Dec 06, 2011 7:41 pm
by SoUrcerer
Wow. Cool!
We have TinyGL and MESA ports, but if you plan to write your OpenGL implementation for Kolibri in pure assembler from scratch then you're probably crazy! :shock:
Of course you can do anything you want. I don't know anything about graphic subsystem of Kolibri, but I'm sure there is somebody who knows. Good luck!

p.s. Feel free to write here (on forum), we're glad to new forumers :)

Re: KolibriGL (OpenGL for KolibriOS)

Posted: Tue Dec 06, 2011 8:26 pm
by mariuszp
I'm just worried that someone will try to take the same system call number as I did. So how about 25? And as I said I also need a new window flag. How about for the "EDX" parameter for "EAX=0" (draw window) we're gonna add a new value for the "Y" field, which is 5=WIN_OPENGL? OpenGL windows would be constant size.

Re: KolibriGL (OpenGL for KolibriOS)

Posted: Tue Dec 06, 2011 8:42 pm
by Mario
You can use the free functions in the range 1-70.
Some of the functions above 70 can be used in some branch kernels.
mariuszp wrote:IAnd as I said I also need a new window flag. How about for the "EDX" parameter for "EAX=0" (draw window) we're gonna add a new value for the "Y" field, which is 5=WIN_OPENGL? OpenGL windows would be constant size.
Yes, you can use it.
Don't forget to update documentation files to the kernel when you make changes to SVN.