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TinyGL 0.4.1

bellard.org

21–30 of 40 posts

Re: TinyGL 0.4.1

#22
I like what he does, but projects tend to loose interest from the author and become abandonware. For one project he accepted to publish it on github and forks continued to develop it, but original project stagnated.

Re: TinyGL 0.4.1

#23

I used to work on a project called glshim (which ptitseb still maintains as gl4es, used by box86). glshim implements an ABI-compatible OpenGL 1.x fixed function API (as libGL.so.1) on top of an OpenGL ES 1.x driver. This allows you to accelerate completely unmodified OpenGL programs on mobile Linux devices such as the OpenPandora. This approach even works with x86 user-mode emulation, by serializing render commands i…

Jamie Zawinski wrote a similar shim layer to port xscreensaver from OpenGL to OpenGL ES, and had quite a rant about it: https://www.jwz.org/blog/2012/06/i-have-ported-xscreensaver-...

Re: TinyGL 0.4.1

#24
post #22

I like what he does, but projects tend to loose interest from the author and become abandonware. For one project he accepted to publish it on github and forks continued to develop it, but original project stagnated.

The last release, 0.4 was released March '02. This release March of this year, so almost exactly 20 years later.

Not 100% sure whether that speaks for or against the hypothesis of abandonware. Formally clearly against ;-)

Re: TinyGL 0.4.1

#25
post #22

I like what he does, but projects tend to loose interest from the author and become abandonware. For one project he accepted to publish it on github and forks continued to develop it, but original project stagnated.

[deleted]

Re: TinyGL 0.4.1

#26
mmmh... maybe it could be a good replacement of a hardware accelerated 32bits libGL which is still and currently required by the steam client (but it seems they are moving finally the last bits of 32bits code to libcef, but it is valve then don't be impatient). oh, yeah and I play games on elf/linux without that msft grade horrible proton (= wine with plentyfull of components copied straight from doz, as far as I know... that said a lean wine build for core win64 and vkd3d for vulkan/dx12 support... mmmh... wonder which games could run with that).

I wrote my own, but I had to put in assembly code to make it fast enough (amd zen2) so I am pessimistic about tinyGL being fast enough for that, and it is really a quick and dirty thing with bugs to avoid to build that horrible libGL for 32bits ONLY for the steam client (all the games I play are native vulkan3D, but I still run x11 native so I don't know about their wayland support).

Re: TinyGL 0.4.1

#27

I used to work on a project called glshim (which ptitseb still maintains as gl4es, used by box86). glshim implements an ABI-compatible OpenGL 1.x fixed function API (as libGL.so.1) on top of an OpenGL ES 1.x driver. This allows you to accelerate completely unmodified OpenGL programs on mobile Linux devices such as the OpenPandora. This approach even works with x86 user-mode emulation, by serializing render commands i…

Jamie Zawinski wrote a similar shim layer to port xscreensaver from OpenGL to OpenGL ES, and had quite a rant about it: https://www.jwz.org/blog/2012/06/i-have-ported-xscreensaver-...

PSA: jwz.org redirects to a unique image when linked from HN unless you are blocking the HTTP Referer header.

This can also be avoided by copying & pasting the url into a new tab.

Re: TinyGL 0.4.1

#28

I've always felt that OpenGL was too abstract for graphics novices; perhaps this tiny subset of GL will change that.

It's not particularly abstract if you consider the hardware it was originally designed for. But GPUs have changed since then and all the modern features feel a bit awkward.

Re: TinyGL 0.4.1

#29
post #18
post #14

Earlier quoted context omitted.

Since I teach a fair amount of machine learning, I have been pondering on what a “minimal”, low-level implementation of a library would look like and got very excited hearing about LibNC. Sadly it seems like Bellard is keeping the source for this one: “The LibNC library is free to use as a binary shared library. Contact the author if access to its source code is required.” [1]. Not that you can every accuse the man o…

Seems that it would be worth your time to contact Bellard and ask about making it available for teaching (and/or under an open license of some kind)?

Thank you, I will try to gather the courage. Partially I guess I suspect that he chose to do what he did for a (good?) reason and I do not really think it is my place to question it. Partially I guess I am somewhat reluctant to poke a borderline god of our discipline with a beggar’s request. '^^

No promises, but I will try to gather the courage and thank you for the encouragement.

Re: TinyGL 0.4.1

#30

Earlier quoted context omitted.

Well, I'm surprised he has the time/intention to do that in between for us mere mortals. Here are a few references; - https://en.wikipedia.org/wiki/Bellard%27s_formula - https://en.wikipedia.org/wiki/Fabrice_Bellard ``` In April 2021 his Artificial Neural Network based data compressor, NNCP, took first place out of hundreds in the Large Text Compression Benchmark. To write the compressor, Bellard wrote his own Artifi…

One glance upon the majesty of Bellard's works is enough to give even a 10x SWE imposter syndrome.

Not only that, but he's a heck of a nice guy. Back in 2003 I discovered qemu (I was using Bochs at the time) and it was a huge boost for my work building emulated environments. My colleague sent an email to Fabrice Bellard to thank him for his work, and he replied very nicely that he was happy that his software was actually useful to others.
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