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OpenGL to openGL/ES translator and openGL/ES simulator

机译:OpenGL到openGL / ES转换器和openGL / ES模拟器

摘要

Due to the lack of 3D applications based on the OpenGL|ES standard, a desire exists to run 3D applications based on the OpenGL standard on OpenGL|ES mobile devices such as cellular telephones. To address this desire, one must be able to translate function calls between OpenGL and OpenGL|ES. In supporting this translation, and so as to ensure proper data state for the continued execution of the OpenGL application, global GL states which might be changed by an OpenGL|ES function used during translation are stored. The OpenGL to OpenGL|ES translation is then effectuated by substituting appropriate OpenGL|ES commands for OpenGL commands, and passing OpenGL|ES APIs for OpenGL|ES implementation. Thereafter, the global GL states which were previously saved are restored such that the performed translation does not adversely impact continued execution of the OpenGL configured application. This translation process supports OpenGL to OpenGL|ES translation with respect to a number of OpenGL APIs as well as some known extensions, such as: glBegin/glEnd paradigm, ArrayElement, Automatic Texture Coordinate Generation, Display List, and Multtexture.
机译:由于缺少基于OpenGL | ES标准的3D应用程序,因此存在在诸如蜂窝电话之类的OpenGL | ES移动设备上运行基于OpenGL标准的3D应用程序的愿望。为了满足这一愿望,必须能够在OpenGL和OpenGL | ES之间转换函数调用。为了支持此转换,并为了确保继续执行OpenGL应用程序提供适当的数据状态,存储了可能由转换期间使用的OpenGL | ES函数更改的全局GL状态。然后,通过将适当的OpenGL | ES命令替换为OpenGL命令,并传递OpenGL | ES API进行OpenGL | ES的实现,实现OpenGL到OpenGL | ES的转换。此后,将还原先前保存的全局GL状态,以使执行的转换不会对OpenGL配置的应用程序的继续执行产生不利影响。此转换过程支持相对于许多OpenGL API以及一些已知扩展的OpenGL到OpenGL | ES的转换,例如:glBegin / glEnd范例,ArrayElement,自动纹理坐标生成,显示列表和Multtexture。

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