All,
I am attempting a GPGPU application using OpenGL ES v2. I've laid out the groundwork using demo's and emulators. I am now trying to transfer this to my DM8168 board and use the SGX530.
My goal is to render directly to a FBO with an attached texture as a color attachment, and pull out the information using glReadPixels. However, I am confused on setting up the RenderContext. I initially thought that I would need a PixelBuffer, but after a few attempts, tests and reading it seems that may not be the best approach.
What is the best approach to setting up a EGLSurface when X is not running on my DM8168? Thank you.
Constantin
http://processors.wiki.ti.com/index.php/Render_to_Texture_with_OpenGL_ES#PixelBuffers
P.S. - The above wiki page is great, but doesn't include the EGLSurface setup when not using a windowing system. Also, it relies on PVRShell, which is C++. I need a C approach.