I need to work on actual features and content. Well, that’s exactly what I want to avoid any form of alternative code paths It’s possible to keep both, i do so with #defines. Games, examples, libraries, scripting, sound, music, graphics. David Olofson - Consultant, Developer, Artist, Open Source Advocate Real reason to keep OpenGL 1.x support at all these days? I’m currently relying on OpenGL 1.4 functionality, but would rather portĮverything to OpenGL ES 2.0 and just use that on all platforms. Speaking of OpenGL ES development on workstations, does anyone have any actualĭata on the status of OpenGL 2.0+ on Windows, Mac and/or Linux? Subject: Status of OpenGL (ES) 2.0 on “PC” Going through both fixed api is simple to use, shaders can give you more powerīut take more handling to use._ You will have to handle any transformations yourself. Code to handle shader shared variables (uniforms,Īttributes, etc). You will need to write code to handle loading, compiling and choosing with In my case I still want to support some device that only had 1.X ES, which one ![]() ![]() ![]() I dont knowĪbout macos, i assume they would be mainstream as opengl is the api of choice. I have not had any major issues soįar with windows or linux as long as they support 2.X and higher. In my current project I support 1.XĪnd 2.X on ES and Desktop vairants of OpenGL. OpenGL 2.X is really a subset of 2/3/4 API.
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