README.txt
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2 San Angeles Observation OpenGL ES version example
3 Copyright 2004-2005 Jetro Lauha
4 Web: http://iki.fi/jetro/
5 See file license.txt for licensing information.
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7
8 This is an OpenGL ES port of the small self-running demonstration
9 called "San Angeles Observation", which was first presented in the
10 Assembly'2004 event. It won the first place in the 4 KB intro
11 competition category.
12
13 The demonstration features a sightseeing of a futuristic city
14 having many different kind of buildings and items. Everything is
15 flat shaded with three different lights.
16
17 The original version was made for desktop with OpenGL. It was
18 naturally heavily size optimized in order to fit it in the size
19 limit. For this OpenGL ES version example much of the code is
20 cleaned up and the sound is removed. Also detail level is lowered,
21 although it still contains over 60000 faces.
22
23 The Win32 (2000/XP) binary package of original version is
24 available from this address: http://jet.ro/files/angeles.zip
25
26 First version of this OpenGL ES port was submitted to the Khronos
27 OpenGL ES Coding Challenge held in 2004-2005.
28
29 As a code example, this source shows the following:
30 * How to create a minimal and portable ad hoc framework
31 for small testing/demonstration programs. This framework
32 compiles for both desktop and PocketPC Win32 environment,
33 and a separate source is included for Linux with X11.
34 * How to dynamically find and use the OpenGL ES DLL or
35 shared object, so that the library is not needed at
36 the compile/link stage.
37 * How to use the basic features of OpenGL ES 1.0/1.1
38 Common Lite, such as vertex arrays, color arrays and
39 lighting.
40 * How to create a self contained small demonstration
41 application with objects generated using procedural
42 algorithms.
43
44 As the original version was optimized for size instead of
45 performance, that holds true for this OpenGL ES version as
46 well. Thus the performance could be significantly increased,
47 for example by changing the code to use glDrawElements
48 instead of glDrawArrays. The code uses only OpenGL ES 1.0
49 Common Lite -level function calls without any extensions.
50
51 The reference OpenGL ES implementations used for this application:
52 * Hybrid's OpenGL ES API Implementation (Gerbera) version 2.0.4
53 Prebuilt Win32 PC executable: SanOGLES-Gerbera.exe
54 * PowerVR MBX SDK, OpenGL ES Windows PC Emulation version 1.04.14.0170
55 Prebuilt Win32 PC executable: SanOGLES-PVRSDK.exe
56
57 Note that DISABLE_IMPORTGL preprocessor macro can be used
58 to specify not to use dynamic runtime binding of the library.
59 You also need to define preprocessor macro PVRSDK to compile
60 the source with PowerVR OpenGL ES SDK.
61
62 The demo application is briefly tested with a few other OpenGL ES
63 implementations as well (e.g. Vincent, GLESonGL on Linux, Dell
64 Axim X50v). Most of these other implementations rendered the demo
65 erroneously in some aspect. This may indicate that the demo source
66 could still have some work to do with compatibility and correct
67 API usage, although the non-conforming implementations are most
68 probably unfinished as well.
69
70 Thanks and Acknowledgements:
71
72 * Toni Lnnberg (!Cube) created the music for original version, which
73 is not featured in this OpenGL ES port.
74 * Sara Kapli (st Rana) for additional camera work.
75 * Paul Bourke for information about the supershapes.
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