<html>
<head>
<style><!--
.hmmessage P
{
margin:0px;
padding:0px
}
body.hmmessage
{
font-size: 10pt;
font-family:Tahoma
}
--></style>
</head>
<body class='hmmessage'><div dir='ltr'>
Thanks all for your answers and suggestions!<BR>
I will have a try on the possible solutions/ways/components you all cited.<BR>
Otherwise I think I will have to wait ANGLE to grow up and cover more features. By the way, ANGLE is OpenGL ES -> DX not OpenGL, so I think I need also a OpenGL -> OpenGL ES translator. Right? Any idea/suggestion? does something like that exist?<BR>
Thanks again, regards<BR> <BR>
<DIV>
> Date: Mon, 29 Aug 2011 04:05:31 -0700<BR>> From: jfonseca@vmware.com<BR>> To: anoven@hotmail.co.uk<BR>> CC: mesa-dev@lists.freedesktop.org; idr@freedesktop.org<BR>> Subject: Re: [Mesa-dev] OpenGL to DirectX with Mesa3D<BR>> <BR>> <BR>> <BR>> ----- Original Message -----<BR>> > -----BEGIN PGP SIGNED MESSAGE-----<BR>> > Hash: SHA1<BR>> > <BR>> > On 08/25/2011 10:55 AM, Anonimo Veneziano wrote:<BR>> > > Hi all<BR>> > > I am a programmer but not very skilled in 3D graphics (so pardon me<BR>> > > if I<BR>> > > write something wrong).<BR>> > > I need to build my own opengl32.dll to redirect my OpenGL<BR>> > > application<BR>> > > calls to DirectX (better if 10 or 11, but 9 could be ok too)<BR>> > > TitaniumGL and 3DAnalyzer dont work for my case (already tested,<BR>> > > application crashes).<BR>> > > 1. Do you know if some other OpenGL->DirectX converter exist that I<BR>> > > could use?<BR>> > > <BR>> > > I am trying to use Mesa3D v7.10.3, and in particular I found<BR>> > > GLDirect<BR>> > > very interesting, but I am not able to get it compiled with dx9. I<BR>> > > see<BR>> > > it has been changed since GLDirect 5.0.2 old released version (that<BR>> > > is<BR>> > > of no use for me, it's opengl 1.1).<BR>> > > So in Mesa v7.10.3 I tried to compile GLDirect and fixed some<BR>> > > errors but<BR>> > > at the moment I had some errors I cannot fix compiling<BR>> > > "gld_primitive_dx9.c" and "gld_texture_dx9.c":<BR>> > > for example in the first file the structures SWvertex (from<BR>> > > swrast.h)<BR>> > > and gl_context (from mtypes.h) seems different from those defined<BR>> > > in Mesa,<BR>> > > 2. Did someone compile GLDirect in Mesa 7.10.3? Can you help me to<BR>> > > do it?<BR>> > > <BR>> > > 3. Could Gallium help me in some way? I am not sure to have<BR>> > > understood<BR>> > > well it...<BR>> > > <BR>> > > Many thanks in advance and sorry to have bothered you but I am in a<BR>> > > hurry on a project and hope to get some solution!<BR>> > <BR>> > The GLDirect stuff is really, really dead. It hasn't been maintained<BR>> > in<BR>> > years, and it probably hasn't been able to compile in just about as<BR>> > long. Moreover, as per discussions in another thread<BR>> > (http://marc.info/?l=mesa3d-dev&m=131421311903781&w=2), this code is<BR>> > literally minutes from being deleted.<BR>> <BR>> That's my understanding too. It only did basic (fixed function?) GL to DX7 or 8, so is both unmaintained and uterl useless for most nowawadays applications.<BR>> <BR>> > Since the internal Gallium interface is essentially a clone of the<BR>> > DX10<BR>> > interface, it should be trivial to make a Gallium DX10 driver. Note<BR>> > that this is different from a DX10 state tracker (this is the<BR>> > top-half<BR>> > layer that makes a particular API available to applications).<BR>> > <BR>> > One of the Gallium guys should know more...<BR>> <BR>> Gallium is inspired in DX10 but it is a superset, so there's still the task of translating the superset bits that are not in DX10.<BR>> <BR>> There's also the svga pipe driver which follow DX9 semantics closely.<BR>> <BR>> Either way, although gallium code base could help kickstarting a GL -> DX converter, making a solid GL -> DX converter is a huge endeaveour, even by an developer familiar with both set of APIs.<BR>> <BR>> I'd agree that an actively maintained project with that goal in mind, such as Angle, as a better bet.<BR>> <BR>> Jose<BR></DIV>                                            </div></body>
</html>