Imagination PowerVR SDK Blog

how to exploit MBX hardware layer with opengl es


#1

Hi all,

I want to do a simple demo program with opengl 1.1 (and egl 1.1), exploiting the two MBX lite multitexture layers.

So, the questions are:

1) Is it possible to use those layers by means of opengl (and/or egl)?

2) If yes, how can I do it, that is what functions do I have to use?

 

Thanks in advance,

 

Igor

#2

You can certainly do this under OpenGL ES 1.1. If you download our SDK for your platform or use our VFrame PCEmulation SDK and examine TrainingCourses/Multitexture/OGLES/ you’ll find an example project that does exactly what your asking, for various effects.

The most relevant functions are probably:

OGLESMultitexture::RenderScene()
OGLESMultitexture::EnableStates()
OGLESMultitexture::DrawCube()


Please let us know if you have any problems,

G


#3

Gordon, Thank you for your fast reply!

 

Well, I have seen like I can use MBX Multitexture support. Sorry but I have the last question:

Does MBX lite support hardware overlay layers as well?

I 'd like to create two rendering contexts, one for the main plane (layer) and another for the overlay planes (layers). Is it possible?

 

Thanks a lot,

 

Igor

#4
igor wrote:
Does MBX lite support hardware overlay layers as well?

I 'd like to create two rendering contexts, one for the main plane (layer) and another for the overlay planes (layers). Is it possible?

Hardware overlays are a feature of the display controller which is not part of the MBX core. Whether overlays are supported and whether you can create surfaces renderable by OpenGL ES that go to different layers depends on the SoC/platform you are using.


#5

Thanks Xmas.

Sorry, you're right.

I'm using 'mpc5121' evaluation board and, checking the manual Embarrassed, I have read that the Display Interface Unit manages three planes onto the display.

Now, I have to understand how to manages those planes with opengl es.

Maybe, using EGL... I could!

 

Thank you for the support,

 

Igor

 

 

#6

EGL, in theory, offers layer selection through the EGL_LEVEL config parameter. It is up to the platform provider to implement this, so you’ll have to ask Freescale for details.