With the latest UDOObuntu 2.1.2 image, I cannot find the frame buffer libraries to work with the GPU. I see in the QT help showing how to compile that system that there is reference to the -fb version of the GPU libraries, I did not see them in the same location. Is it possible to add those libraries, or should we be trying to use Yocto EGLFS? In our use model, we don't want to use X11 so that is why we are trying to get the FB versions to work. Thanks!
If your a novice then Yocto EGLFS might be easier than manually copying the -fb libraries across and crossing compiling QT, it all depends on whether you want to use QT or not.
I'm okay with copying libraries around, what I am unclear about is why QT is required? On other arm cores I've worked with, like the Broadcom in the Raspberry Pi, I've been able to work directly with the frame buffer with very minimal code. I'm trying to replicate that setup on the iMX6. There isn't anything in QT that I plan on using.
QT isn't required for the fb libs, its mainly used because it provides a GUI framework and most users can't be bothered with coding pure openGL ES. I haven't tried this myself (as I normally use a different kernel and manually setup the fb libraries) but you can try the following (make a backup of the your rootfs before attempting) : apt-get install imx-gpu-viv-9t6-acc-fb You can search for the "-fb" packages in the udoo repo.
Yes, you should probably use Yocto, at least I did on the UDOO Quad. I'm by far an expert on Yocto, so I don't know what that will mean.
Well I finally got it working. I ended up pulling down this library set: imx-gpu-viv-5.0.11.p4.5-hfp.bin The key to getting all this working was realizing that by default, there is a bunch of support libraries in standard locations that I was getting due to whatever the library path is set to by default. In particular, I was pulling the wrong GAL library in my case. So what I did is just point LD_LIBRARY_PATH to the new lib directory in the above package and the GL code I found worked great. Thanks for the answer on QT, in this case, I want to code the entire visual frameworks. (I am doing a lot of GLSL shaders). I noticed that there is soft and hard fp libraries, why would one want to use soft? To me I'd always want to use the FPU if I could. Thanks for the help everyone.