Viewport FX runs in "compatibility", "core" and "ES" modes.<div><br></div><div>Compatibility is desktop gl version 1.1 + extensions (feature levels from later are abstractly the same as extensions)</div>
<div><br></div><div>Core is desktop gl 3.2 core profile + extensions ( again, gl 4 features would be detected and used as if they were extensions)</div><div><br></div><div>ES is embedded gl 2 * extensions. Future versions will probably be considered a separate configuration rather than an extension.</div>
<div><br></div><div>Blender doesn't *need* anything other than version 1.1, having later versions should only improve performance and enable certain viewport visualization modes.</div><div><br></div>Yes, the compatibility layer is so that a gl 3 or 4 core profile will run under blender as well as a 2 or 1 "profile". But shouldn't be needed until there are drivers that do not advertise GL_ARB_compatibility. Are there already cards that do that? I doubt it.<br>
<div><br></div>I still think people get confused and think that we need to drop legacy support in order to run better on current hardware. That's just not true!<div><br></div><div>For the most part rewriting the incompatible parts will make them run *better* on old hardware and still support 99% of what blender draws and still support all of the new features on new cards that support it.</div>
<div><br></div><div>The game engine is a different story, but that isn't my focus right now.<span></span><br><div><br></div><div><br>On Monday, March 17, 2014, Bartek Moniewski <<a href="mailto:monio4@gmail.com">monio4@gmail.com</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 08:44 AM, Jason Wilkins wrote:<br>
> Viewport fx branch contains an up to date OpenGL 3 core profile and<br>
> OpenGL ES port.<br>
<br>
Hi.<br>
I have some concerns about viewportFX prospectivity.<br>
Are you talking about OpenGL 3.0 or OpenGL "3" versions like 3.3?<br>
This means that 3.0 will be minimal requirements to run blender (on<br>
PC) or this is the maximum that viewportfX can handle?<br>
<br>
As I know Opengl 3.3 is minimal requirement for hardware tesselation<br>
and things like hardrware driven OpenSubDiv mesh subdivision. IMHO its<br>
crucial to have features like that in Blender if we want make it<br>
future-proof and fit to todays standards. Cheapest cards released in<br>
2009 (nvidia 9100) can run ogl3.3. I think most of Blender users have<br>
far superior hardware today.<br>
<br>
Talking about abstraction layers. Is this mean that blender viewport<br>
someday can handle ogl version 4.4 on some computers but run on 3.3 on<br>
older machines?<br>
Will be great if Blender can handle things like that:<br>
<a href="http://www.opengl.org/registry/specs/ARB/tessellation_shader.txt" target="_blank">www.opengl.org/registry/specs/ARB/tessellation_shader.txt</a><br>
<br>
Cheers.<br>
Bartek<br>
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</blockquote></div></div>