Pandaboard documentation and overlay updated

Hi all,

After some months of people asking me to update the documentation of the pandaboard, i’ve finally done it. The previous documentation was a bit outdated since the Pandaboard ES came into scene.

The problem was on the bootloader part, which didn’t work because they stopped developing X-Loader and integrated it to U-Boot. With an updated U-Boot this problem is solved.

Also on the drivers part, ubuntu released ubuntu 12.04, precise pangolin, with updated packages for the graphics part and a new kernel version. I follow whats stable on ubuntu, so if there’s some problem one could reproduce it with ubuntu and then complain to ubuntu developers šŸ˜› After all, TI developers don’t get paid to support Gentoo but to support Ubuntu…

Anyway, ubuntu 12.04 switched from softfp toolchain to hardfloat toolchain(which Debian and Ubuntu call armhf), this means that the graphics drivers which are closed-source must have their binary blobs+libraries built as hardfloat. This means that if you want to use the new versions, you must reinstall your system with a hardfloat stage3…

More on the graphics part…until now since some libraries provided by the package collided with the ones from mesa, i had to remove them. Thanks to lu_zero, eselect-opengl now supports dynamic switching of those libraries, however i still have to fix the ebuild to use this new function.

The new guide is here: … its the same link as the older one šŸ™‚

I’d like to thank to the different people that reported me what they had to do to make it work with the Pandaboard ES, since i don’t have one. Thanks!


One Response to “Pandaboard documentation and overlay updated”

  1. ndec Says:

    hi, very nice piece of work.

    one comment though is that TI developers don’t just support Ubuntu kernel! even though we used to really support only ubuntu-kernel.git, we moved to a (hopefully) better model… where our kernel does no longer depends on ubuntu configs… all our kernel activities are made on this tree, and there is some information about that here

    for the GFX bits, i agree we could do better still… but we will get there too!

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