[Bf-committers] OpenGL ES 1.1 or 2.0 for mobile
Ton Roosendaal
ton at blender.org
Mon Jun 4 14:32:30 CEST 2012
Hi Alex,
What would be the overhead (or risks) if you'd first do 1.1, and migrate later?
Especially when Android devices all support 1.1 still...
-Ton-
------------------------------------------------------------------------
Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
On 4 Jun, 2012, at 5:11, Alexandr Kuznetsov wrote:
> I'm working on Android port for GSOC.
>
> For me, this is critical point of choosing between two OpenGL ES as they
> are not compatible. I'm leaning towards ES 2.0 for couple of reasons. Here
> the pros and cons of both:
>
> OpenGL ES 1.1
> Pros:
>
> 1. 85% compatible with current code
> 2. ~2 week of work for BGE
>
> Cons:
>
> 1. Only fixed limited pipeline without shaders
> 2. Not compatible with ES 2.0 (not easily added)
> 3. Next 10% copy and pasting corrections with ugly #ifdef
>
>
> OpenGL ES 2.0
> Pros:
>
> 1. Shaders
> 1. More flexible
> 2. Faster
> 2. Reuse some existing GLSL
> 3. Possible user shader control/extensions
> 4. Future of mobile
> 5. Future of desktop graphics (GL 3.0+)
> 1. Encapsulation of the drawing code
> 2. Shader oriented code
> 3. Goes nicely with Wilkins's goal
> 6. OpenGL ES 1.1 can be added back easily through a "class"
>
> Cons:
>
> 1. 75% compatible
> 2. ~7 weeks of work (for encapsulation and BGE), (but then it should be
> fast as we would have shaders manager and setters nicely abstracted.)
>
>
>
>
> If we would like eventually switch to OpenGL ES 2.0 for mobile, there is no
> better time than now. ES 2.0 implies using only shaders, which is not
> compatible with blender current model. I don't want to fix OpenGL ES
> without abstraction in order, after a month, to be rewritten by myself and
> Jason. With ES 2.0 I will write a matrices and parameters encapsulations to
> use shaders.
> Want to hear your opinions.
>
> Thanks,
> Alex.
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