Comments (4)
Can you please provide more information? Maybe the source code of the SDL implementation? It shouldn't be a problem to implement a different target for OpenGL ES.
from ouzel.
It may be KMS instead of KDA, but the idea is that there is a direct buffer instead of a window context created by the OS window system. Here's an example done with SFML:
https://github.com/mickelson/sfml-pi
The readme details some of the setups steps required. If there's direct buffer support, it could be ported to pi and other embedded hardware like the jz4770 (rg350 handheld) and more
from ouzel.
Ouzel engine already supports Raspberry Pi. It is even mentioned in the Readme.
from ouzel.
from ouzel.
Related Issues (20)
- Erroneous declaration of functions in the class SoundData HOT 5
- A lot of reallocations in vector assign a data. HOT 1
- Bug play a ogg-sound with AudioDeviceDS in a debug mode.
- WASAPI Audio backend HOT 2
- Ouzel samples don't run (Ubuntu 17.10, i3)
- syntax error : "constant" HOT 3
- [Question] Scene events HOT 4
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- SetCursorPosition not working properly (?) HOT 1
- Ouzel openGL mode can't draw any content until moved/resized on macOS 10.14 HOT 3
- Ouzel reset shader uniform buffer offset at wrong place. HOT 1
- Run Sample crash by Android HOT 1
- cling based C++ as scripting language / hot code reload
- Samples crash with exception HOT 3
- Rasp pi 4 compilation error HOT 2
- macOS game controller problem HOT 1
- Add a buildsystem HOT 2
- How to communicate with ObjC and Java?
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