2010-01-08, 07:29
It's open source. GPL, right? Code should be coming back from the Boxee project.
Soju Wrote:bb10,
It's Arm 8 dual core w/ ~9300 or ~210 (?) GPU right? Looks sweet for $200. If it can do 1080p H264, from 200 bucks, then we are rockin!
McGeagh,
Would you be interested in all of us raising the funds to buy you one?
McGeagh Wrote:No to Direct FB...and No to Open GL... Yes to Open GL ES
There is a difference between OpenGL and OpenGL ES.
It is not easy to change one to the other.
OpenGL is rather relaxed and allows you to use the fixed functionality of Open GL <2.0, with the shader support of Open GL 2.0+...ES does not allow this, so had to first convert all GL code to use programmable shaders, then change to ES.
Currently it works with GLES2.0, but not in a very efficient way, in order to keep compatability with GL. If I were to start from scratch the rendering stages, with ES in mind, then performance should increase somewhat.
topfs2 Wrote:I highly doubt xbmc will get ported to android by the current team, not many that sees a use for a full fledged media center on a phone.
......
Cheers,
Tobias
Bulkzooi Wrote:Sorry to kick this thread but I think you totally miss the point.
Bulkzooi Wrote:Touchscreen, stores, distribution, 6-seconds boot.. I think this can be a huge step for XBMC and for the opensource community.
It think it would be really worth to release XBMC yet to another platform even since recompiling to Moblin would not be a huge problem. On the other hand, Moblin can make a huge step when it's running proper on a ATOM / ION.
rcoops Wrote:I suspect you will get a: "Why thank you for the offer please let us know when it's done." reply from a developer sometime soon.
The reason is simple the more flavors of Linux one supports the more one ends up knee deep in the guts of one distro after the other trying to sort out issues specific to that one distro.
As mentioned in other threads rather then doing that the XBMC team would prefer to improve XBMC it self and let others deal with the compiling of XBMC on other distros. The fact that XBMC works under Ubuntu and that the Live version is based on that same distro shows that XBMC works under Linux. If you want it working with your favorite distro please make it so and share it with the community.
I know there is someone working on their own distro that basically boots directly into XBMC. It is a minimal Linux which also boots in a few seconds, its primary purpose is to server as an entertainment center with XBMC at its core. The whole distro is ~60MB in size or so and because it really is minimal in that it runs no other services then what is absolutely needed it is very fast.
I cannot find the post right now but I know it is being worked on, you might want to get in contact with the creator of that distro and see what basis he build his distro on it might actually be a stripped version of moblin.
But I seriously doubt you will see any of the developers sticking up there hands when someone asks for volunteers to get in bed with another Linux distro.
CrashX Wrote:What operating systems are supported by Tegra?
Currently, we have OS images for Microsoft Windows CE, Ubuntu Linux, and Google Android.
http://developer.nvidia.com/tegra/forum/...rted-tegra
Tegra 250 Developer Kit Features
McGeagh, Do you know anything about this:
http://tegradeveloper.nvidia.com/tegra/project/xbmc
......
08:12:52 T:1093935552 M:337780736 ERROR: EGL Error: Could not create context
......
08:12:52 T:1093935552 M:337104896 NOTICE: GL_VENDOR = NVIDIA Corporation
08:12:52 T:1093935552 M:337104896 NOTICE: GL_RENDERER = NVIDIA Tegra
08:12:52 T:1093935552 M:337104896 NOTICE: GL_VERSION = OpenGL ES 2.0
08:12:52 T:1093935552 M:337104896 NOTICE: GL_EXTENSIONS = GL_OES_rgb8_rgba8 GL_OES_fbo_render_mipmap
......
08:12:52 T:1093935552 M:337207296 ERROR: GL: Error compiling shader
08:12:52 T:1093935552 M:337207296 ERROR: GL: Error compiling vertex shader
08:12:52 T:1093935552 M:337047552 ERROR: GUI Shader - Initialise failed
08:12:53 T:1093935552 M:337080320 ERROR: EGL Error: Could not create context
......
attribute vec2 vertArray;
attribute vec2 texArray;
uniform float scale;
uniform float screenX, screenY;
uniform int offset;
varying vec2 texCoord;
void main() {
gl_Position = vec4( scale * (vertArray + vec2(offset, 0.0)) + vec2(screenX, screenY), 1.0, 1.0);
texCoord = texArray;
//gl_Position = vec4(attrObjCoord, 0.0, 1.0);
}
#pragma profilepragma blendoperation( gl_FragColor, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
uniform sampler2D fontTex;
uniform vec3 color;
varying vec2 texCoord;
void main() {
gl_FragColor = vec4( color, texture2D(fontTex, texCoord).a );
}
attribute vec2 vertArray;
uniform int offset;
uniform float scale;
uniform vec2 screenPos;
void main() {
gl_Position = vec4( scale * (vertArray + vec2(offset, -100.0)) + screenPos, 1.0, 1.0);
}
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}