Typical UI development with OpenGL ES

需要考虑的问题
Shapes
  • Convert to meshes based on primitives (ex, using 3DStudio plugins)
Artwork
  • Texture, Mip Maps, filtering modes, lighting (in compressed or uncompressed formats)
Animation
  • Path description, timing, dynamic changes, rotation (Write shader logic)
Transparency
  • Alpha setting
  • Alpha blending
Programming the display path
  • Display driver interfaces and HW
Performance tuning
  • Pipelining
  • Compressed textures
Getting the final image to the display
Case 1 (Full ownership mode)

The final image can be directly written to the framebuffer in full screen mode by EGL itset.

Case 2 (Partner mode - work with other applications)
  • OpenGL allows reading back the composited image from the gl frame buffer. glReadPixels (xpos, ypos, xwidth, yheight, format, type, dataptr);
  • Caveat: This flushes the pipeline.Benchmark for your target app.
  • Now the data is in the external application/driver
  • Regular alpha blending/compositing operations can be performed on this data.
Application Integration
  • Write separate application, directly use EGL for display to frame buffer
  • Use application framework like Clutter to build applications. Configure Clutter to use OpenGL ES backend
  • Use GTK/QT to manage the Graphics output.
Reference

1. OpenGL ES based UI Development on TI Platforms

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