[Mesa-dev] OpenGL to DirectX with Mesa3D

Corbin Simpson mostawesomedude at gmail.com
Fri Aug 26 14:55:20 PDT 2011


Use ANGLE. It's there, it works well enough that Fx and Chromium are
both using it, and it'll do what you want.

...I kinda wish you didn't need it, but sadly, OGL on Win32 sucks a lot.

~ C.

On Fri, Aug 26, 2011 at 10:13 AM, Ian Romanick <idr at freedesktop.org> wrote:
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> On 08/25/2011 10:55 AM, Anonimo Veneziano wrote:
>> Hi all
>> I am a programmer but not very skilled in 3D graphics (so pardon me if I
>> write something wrong).
>> I need to build my own opengl32.dll to redirect my OpenGL application
>> calls to DirectX (better if 10 or 11, but 9 could be ok too)
>> TitaniumGL and 3DAnalyzer dont work for my case (already tested,
>> application crashes).
>> 1. Do you know if some other OpenGL->DirectX converter exist that I
>> could use?
>>
>> I am trying to use Mesa3D v7.10.3, and in particular I found GLDirect
>> very interesting, but I am not able to get it compiled with dx9. I see
>> it has been changed since GLDirect 5.0.2 old released version (that is
>> of no use for me, it's opengl 1.1).
>> So in Mesa v7.10.3 I tried to compile GLDirect and fixed some errors but
>> at the moment I had some errors I cannot fix compiling
>> "gld_primitive_dx9.c" and "gld_texture_dx9.c":
>> for example in the first file the structures SWvertex (from swrast.h)
>> and gl_context (from mtypes.h) seems different from those defined in Mesa,
>> 2. Did someone compile GLDirect in Mesa 7.10.3? Can you help me to do it?
>>
>> 3. Could Gallium help me in some way? I am not sure to have understood
>> well it...
>>
>> Many thanks in advance and sorry to have bothered you but I am in a
>> hurry on a project and hope to get some solution!
>
> The GLDirect stuff is really, really dead.  It hasn't been maintained in
> years, and it probably hasn't been able to compile in just about as
> long.  Moreover, as per discussions in another thread
> (http://marc.info/?l=mesa3d-dev&m=131421311903781&w=2), this code is
> literally minutes from being deleted.
>
> Since the internal Gallium interface is essentially a clone of the DX10
> interface, it should be trivial to make a Gallium DX10 driver.  Note
> that this is different from a DX10 state tracker (this is the top-half
> layer that makes a particular API available to applications).
>
> One of the Gallium guys should know more...
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-- 
When the facts change, I change my mind. What do you do, sir? ~ Keynes

Corbin Simpson
<MostAwesomeDude at gmail.com>


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