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Thread: OpenGL ES on Windows CE

  1. #1
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    Default OpenGL ES on Windows CE

    Hi everybody,
    I have a device with Windows CE 6.0 with ARM processor.
    I want to use Qt 4.6 on my device with OpenGL ES.
    What library i have to use to compile Qt for Windows CE? I'm not able to find the appropriate SDK.
    Someone can help me?

    Thanks a lot.
    Carlo.

  2. #2
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    Default Re: OpenGL ES on Windows CE

    Hi,

    you should use Qt Everywhere and compile it yourself .

  3. #3
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    Default Re: OpenGL ES on Windows CE

    Hi,
    I use Qt Everywhere. I'm working on WINCE with Qt 4.6.2 but I'm not able to compite Qt with OPENGL ES support (http://doc.trolltech.com/4.4/windowsce-opengl.html).
    They say :
    "ensure that the lib and includes paths include the OpenGL ES headers and libararies from your SDK", but i have no SDK

  4. #4
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    Default Re: OpenGL ES on Windows CE

    Ah ok, you can use the header files and libs from this site: http://www.vincent3d.com/.
    Be sure to take the ones corresponding to your hardware (Version 1.0, 1.1 or 2.0).

  5. #5
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    Default Re: OpenGL ES on Windows CE

    ok,
    now i try whit vincent3d libs.
    Thanks

  6. #6
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    Default Re: OpenGL ES on Windows CE

    I compiled it, but when running the demo application Hellogl_es, it does not display anything, only a window with the tools bars.
    Any ideas?

  7. #7
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    Default Re: OpenGL ES on Windows CE

    Which device do you use? Any errors? If there were no errors during build, the sources should be build correctly, maybe there is a problem with the device (I'm facing too much myself).

  8. #8
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    Default Re: OpenGL ES on Windows CE

    I tested it, on the emulateur, a WinMo touch HD WM6.5, and an evaluation board imx51 freescale.
    No errors during build.

  9. #9
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    Default Re: OpenGL ES on Windows CE

    Did you also test it on your device?

    The emulator that comes with Visual Studio doesn't support OpenGL by default. If you want to test your apps on it (the apps will run very slow) you can use a software implementation of OpenGL which is shipped with the Vincent3D files (there has to be a libGLES_CM.dll which is the implementation for OpenGL Common). You can put these files either in the folder of your app or in the windows folder of the emulator (which is the better place imho).

    For tests on your device the .dll shouldn't be necessary as there should be a hardware implementation of OpenGL 1.1 CM. If you're using a HTC device before the Touch HD2, you will face a software implementation as well as HTC doesn't ship there devices with the correct driver to use the build in graphics card.

  10. #10
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    Default Re: OpenGL ES on Windows CE

    Hi,

    did you manage to get it working? I run into troubles myself now .
    I compiled Qt 4.6.1 Everywhere with OpenGL enabled (using the Vincent Library for compiling), which worked without problems.
    Now I just tried to use a QGLWidget in my app and compiled it, no problems. But when I try to run the app on the device it throws
    an "This is not a valid application for pocket pc"...

    Using the "Dependency Walker" I've seen that QtOpenGL4.dll is using a library called OpenGL32.dll (which is imho not present on the device).
    Maybe this dependency breaks the application startup (it seems to load some libraries before it breaks with the error).

    Any ideas what happend?

    Greetings

  11. #11
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    Default Re: OpenGL ES on Windows CE

    Has anyone ever managed to use QGLWidget on Windows Mobile? Maybe together with QGraphicsView (which is what I want to do)?
    I just try to figure out if something in my build went wrong, or if there is an error in the current version (or better in the 4.6.1 I'm using).
    Thanks

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