/*
EGLDisplay d = eglGetDisplay(EGL_DEFAULT_DISPLAY);
*/
- EGLDisplay d = eglGetDisplay("!fb_dri");
+ EGLDisplay d = eglGetDisplay(":0");
assert(d);
if (!eglInitialize(d, &maj, &min)) {
printf("failed to create screen surface\n");
return 0;
}
-
+
eglShowSurfaceMESA(d, screen, screen_surf, mode);
b = eglMakeCurrent(d, screen_surf, screen_surf, ctx);
printf("make current failed\n");
return 0;
}
+ glViewport(0, 0, 1024, 768);
+
- Init();
+ Init();
Reshape(1024, 768);
- glDrawBuffer( GL_FRONT );
- glClearColor( 0,
- 1.0,
- 0,
- 1);
+ glDrawBuffer( GL_FRONT );
+ glClearColor( 0, 1.0, 0, 1);
- glClear( GL_COLOR_BUFFER_BIT );
+ glClear( GL_COLOR_BUFFER_BIT );
- doubleBuffer = 1;
- glDrawBuffer( GL_BACK );
+ doubleBuffer = 1;
+ glDrawBuffer( GL_BACK );
Draw(d, screen_surf);
-
+
write_ppm("dump.ppm", ((struct fb_display *)_eglLookupDisplay(d))->pFB, 1024, 768);
-
+
eglDestroySurface(d, screen_surf);
eglDestroyContext(d, ctx);
eglTerminate(d);
static GLint gear1, gear2, gear3;
static GLfloat angle = 0.0;
-static GLfloat eyesep = 5.0; /* Eye separation. */
-static GLfloat fix_point = 40.0; /* Fixation point distance. */
-static GLfloat left, right, asp; /* Stereo frustum params. */
+//static GLfloat eyesep = 5.0; /* Eye separation. */
+//static GLfloat fix_point = 40.0; /* Fixation point distance. */
+//static GLfloat left, right, asp; /* Stereo frustum params. */
/*
}
// DBR : Create EGL context/surface etc
- EGLDisplay d = eglGetDisplay("!fb_dri");
+ EGLDisplay d = eglGetDisplay(":0");
assert(d);
if (!eglInitialize(d, &maj, &min)) {
init(); // Initialise the GL visual
reshape(1024,768);
-
+
+ glDrawBuffer( GL_BACK );
+
// DBR : Run the simulation
run_gears(d, screen_surf, 5.0);
{
int maj, min;
/*EGLDisplay d = eglGetDisplay(EGL_DEFAULT_DISPLAY);*/
- EGLDisplay d = eglGetDisplay("!fb_dri");
+ EGLDisplay d = eglGetDisplay("!r200_dri");
if (!eglInitialize(d, &maj, &min)) {
printf("eglinfo: eglInitialize failed\n");