Linux Targets
Monkey Archive Forums/Monkey Discussion/Linux Targets
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Hi. I've been using the Android target to create apps for a kids education product I've been creating, but the lack of keyboard support is limiting the possibilities for the apps I can make available. I've heard that it is possible to make Monkey's GLFW target compatible with Linux and was wondering if there were any instructions to do this? I'd be looking at making apps run on Debian Linux. |
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Hey Leon, do you have a BlitzMax license? If you do you can use MonkeyMax (a BlitzMax Monkey target) to run your apps on Linux ;) |
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I do indeed. It needs to run on ARM though - as far as I know, BlitzMax only works on Linux for X86? |
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Ah there might be an issue there... |
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You can check out the project here: https://www.facebook.com/Playskills |
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Have a look at how far I got with the Raspberry Pi, here. Unfortunately, though it works, it's unaccelerated as the Pi needs some initialisation done using a custom library, and I haven't yet tried to hack GLFW to use the OpenGL context it creates, and have no idea if that'll work or not... |
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Good work on getting something working. So is it that GLFW runs slow on the Raspberry Pi? Does USB joypad support work in it? |
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Plain OpenGL isn't supported on the Pi, only GLES, but mojo can do GLES 1.1, hence GLFW works. However, all rendering is done via CPU, so it's very slow indeed. This will probably change when the Pi gets hardware-accelerated X drivers, but you can currently use the proprietary Broadcom library to get hardware-accelerated 3D. The tricky part is interfacing mojo/GLFW with it! I just tried plugging my X360 gamepad into the Pi but I don't think it's being detected, as the light keeps flashing. I don't know enough to get it working, unfortunately. I know it's possible to use joysticks/gamepads but haven't really looked into it so far. |
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What's te difference between OpenGL and OpenGL ES? I know that the kids netbook I'm designing support OpenGL ES 1.1 and 2.0. Would be great if the Android target had USB keyboard support - at least I'd know the code would work on the current configuration. |
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OpenGL ES 1.1 has LOADS of commands removed from standard OpenGL, it is primarily for mobile platforms from what I can gather. |