Viewport fx branch contains an up to date OpenGL 3 core profile and OpenGL ES port. I left out the android stuff, it only contains the gl stuff.<div><br></div><div>I estimate it would take me less than a week to port the game engine over to use the new GL support BUT I have not done it since the main work is still incomplete and it would just make my branch a bigger target for merge conflicts (it's already huge, as you can imagine)</div>
<div><br></div><div>I separate effort to port the game engine independent of viewport fx would be possible. I certainly wouldn't want to hold you back. I'd have to defer to somebody who had a more informed opinion about how much drawing code blender and the game engine should share.<br>
<br>(Honestly the code in the game engine makes my eyes hurt)<span></span><br><br>On Friday, March 14, 2014, Arnaud Loonstra <<a href="mailto:arnaud@sphaero.org">arnaud@sphaero.org</a>> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
On 03/14/2014 01:30 AM, Jason Wilkins wrote:<br>
> There is a branch that runs on ES already (viewport fx). The game<br>
> engine was running on the compatibility layer that's in viewport fx<br>
> in the Swiss cheese branch, but I didn't port the game engine over to<br>
> the viewport fx branch (too many merge conflicts in an area I don't<br>
> know enough about yet). I don't anticipate it being a lot of work<br>
> when I do port it.<br>
><br>
<br>
I have read and seen some ES code but I haven't been able to use it<br>
hence my proposal. From what I heard the android port has been put in<br>
the fridge for now. I don't know how much work it would be but if I read<br>
your reply correct you are saying: "Don't go there, I'm already on it".<br>
<br>
Rg,<br>
<br>
Arnaud<br>
<br>
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</blockquote></div>