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Thread: Accessing Context & Extensions in openGL on C++Builder XE6



Permlink Replies: 1 - Last Post: Oct 20, 2014 6:31 PM Last Post By: Jason Stone
David Patte

Posts: 7
Registered: 1/23/98
Accessing Context & Extensions in openGL on C++Builder XE6
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  Posted: Sep 29, 2014 5:43 AM
I would like to know how to access my openGL context in XE6. Im familiar with glfw but cannot see how I can use it with fmx openGL on XE6.
Likewise, I would like to be able to manage my openGL extensions. Is there an example of how to use glew and/or glfw with fmx openGL on XE6?

I am writing for Windows desktop, but will also need the same information when writing for Mac, ios, and android

Thanks

Edited by: David Patte on Sep 29, 2014 8:43 AM
Jason Stone

Posts: 3
Registered: 7/14/11
Re: Accessing Context & Extensions in openGL on C++Builder XE6
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  Posted: Oct 20, 2014 6:31 PM   in response to: David Patte in response to: David Patte
I'm not that familiar with the glew/glfw extensions, but can recount what I have found about OpenGL on Android under C++ Builder.
From what I can tell, Embarcadero have provided access to the OpenGL primitive API calls on Android and iOS through Delphi, but have not bothered to do so in C++ Builder.
I REALLY hope I am wrong here, but I have not succeeded in porting existing C++ code which uses primitive OpenGL calls to Android under Builder XE7. There just seems to be no way to get to the basic OpenGL API functions (and lots of other necessary API activities) unless prepared to write a JNI wrapper (Android) and this just totally takes the "Rapid" out of "RAD". You're expected to rewrite all code to use the severely-restrictive FMX TContext3D, and/or stick with the pretty but oh-so-limited drag-and-drop examples.
Documentation is also lagging well behind.

If this is the case, then it is a very poor effort on Embarcadero's behalf, and another example of "Delphi-first, C++ if you're lucky".

More discussion on OpenGL under Builder here:
https://forums.embarcadero.com/thread.jspa?messageID=675156#675156
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