Is working with OpenGL functions possible in Enterprise?

Hi,

I’m wondering, if applying opengl effects [like shaders for example] is possible using Corona Enterprise?

Let’s say I want to make a bouncing ball and reflect the “bounce” against a surface.

Normally I would create a central body, a set of bodies around it, connect them with dampening joints and let it react when colliding with obstacles. Then in a ‘draw’ method I would map all of the outer bodies to verticles and use triangle fan to map a texture on ball.

Anyway… What I can’t do in Corona Pro is the whole traingle fan part, since, well, we can’t call GL functions.

I’m wondering if it is possible using Enterprise to create the physics in corona and then apply the texture in native code.

Thanks,

Krystian

I’m hoping that Graphics 2.0 will allow some kind of access to the OpenGL Shader Language - writing our own shaders will really open up the graphics possibilities of Corona. The only problem is, as per Corona, this will have to probably be bridged to Lua - which to me seems like a lot of unnecessary work.

Unfortunately no.  Corona Enterprise does not allow you to work with Corona’s OpenGL rendering system.

That said, we will provide shader functionality with Graphics 2.0.  A Corona Enterprise license will not be required to take advantage of the shader functionality that we plan on providing.  No ETA yet, but I’ve seen the progress our graphics team have made and it’s looking great so far.

Joshua, thanks for your input.

Shaders are one thing, but do you think effects like triangle fan using glDrawArrays will be available?

Here’s what I’m thinking about: http://www.uchidacoonga.com/2012/03/quick-tip-mixing-opengl-and-cocos2d-triangle-fan/

Thanks,

Krystian

My understanding is that we’ll start with rudimentary support for vector objects.  Things like built in shapes such as what was mentioned in our blog post here…

   http://www.coronalabs.com/blog/2013/07/08/corona-weekly-update-vector-graphics-teaser

I don’t know if full control over drawing polygons (such as an array of vertices) will be supported in our upcoming release.  Our team is more focused on finishing their full rewrite of our rendering system, making sure it is backward compatible with our existing APIs, finishing shader support, and porting it to all of the platforms we support.  It’s a huge job.  So, I don’t want to over-commit what we can provide for its first release.

Thanks Joshua!

I’m hoping that Graphics 2.0 will allow some kind of access to the OpenGL Shader Language - writing our own shaders will really open up the graphics possibilities of Corona. The only problem is, as per Corona, this will have to probably be bridged to Lua - which to me seems like a lot of unnecessary work.

Unfortunately no.  Corona Enterprise does not allow you to work with Corona’s OpenGL rendering system.

That said, we will provide shader functionality with Graphics 2.0.  A Corona Enterprise license will not be required to take advantage of the shader functionality that we plan on providing.  No ETA yet, but I’ve seen the progress our graphics team have made and it’s looking great so far.

Joshua, thanks for your input.

Shaders are one thing, but do you think effects like triangle fan using glDrawArrays will be available?

Here’s what I’m thinking about: http://www.uchidacoonga.com/2012/03/quick-tip-mixing-opengl-and-cocos2d-triangle-fan/

Thanks,

Krystian

My understanding is that we’ll start with rudimentary support for vector objects.  Things like built in shapes such as what was mentioned in our blog post here…

   http://www.coronalabs.com/blog/2013/07/08/corona-weekly-update-vector-graphics-teaser

I don’t know if full control over drawing polygons (such as an array of vertices) will be supported in our upcoming release.  Our team is more focused on finishing their full rewrite of our rendering system, making sure it is backward compatible with our existing APIs, finishing shader support, and porting it to all of the platforms we support.  It’s a huge job.  So, I don’t want to over-commit what we can provide for its first release.

Thanks Joshua!