<div dir="ltr"><div><div><div>I think if we are not hampered by it to much allowing the Sandybrigde hardware on intel to run would be a win.<br><br>"In practice, Sandy Bridge supports OpenGL 3.1 with all the OpenGL 3.2 extensions but <a href="https://www.opengl.org/registry/specs/ARB/texture_multisample.txt">ARB_texture_multisample</a>"<br>"Sandy Bridge supports six OpenGL 3.3 extensions:
                        <a href="https://www.opengl.org/registry/specs/ARB/vertex_type_2_10_10_10_rev.txt">ARB_vertex_type_2_10_10_10_rev</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/timer_query.txt">ARB_timer_query</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/texture_rgb10_a2ui.txt">ARB_texture_rgb10_a2ui</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/shader_bit_encoding.txt">ARB_shader_bit_encoding</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/occlusion_query2.txt">ARB_occlusion_query2</a> and
                        <a href="https://www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt">ARB_explicit_attrib_location</a>"<br><br></div>That would be 3.2 without requiring <a href="https://www.opengl.org/registry/specs/ARB/texture_multisample.txt">ARB_texture_multisample</a> in practice. Given the relatively high marketshare of these this could be a good enough way to go.<br></div><br>OpenGL and its extensions and who implements what is such a mess.<br></div>I would like to look at what extensions are common in OS X 10.9 with GL 3.x hardware to be sure what parts of OpenGL 3.3 might be a good idea to require.<br><br></div><div class="gmail_extra"><br><div class="gmail_quote">On Sun, Dec 6, 2015 at 4:40 PM, Mike Erwin <span dir="ltr"><<a href="mailto:significant.bit@gmail.com" target="_blank">significant.bit@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div class="gmail_extra"><span class=""><div><div>On Sun, Dec 6, 2015 at 10:07 AM, Antony Riakiotakis <span dir="ltr"><<a href="mailto:kalast@gmail.com" target="_blank">kalast@gmail.com</a>></span> wrote:<br></div></div></span><div class="gmail_quote"><span class=""><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex"><div dir="ltr"><div>For me, supporting 2.1 was more to ensure that we had broader hardware support for blender. My personal aspiration was to jump immediately to 3.3 for blender2.8.<br></div></div></blockquote><div><br></div></span><div>2.1 for the rest of the Blender 2.7x line, to keep this broad hardware support. Then 3.2 core profile for Blender 2.8. Some users will need a new GPU but not most. There's no point setting it to GL 3.0 or 3.1 because MacOS never supported those. 3.3 might be a better target than 3.2 if we find a compelling reason during development.</div><span class=""><div><br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex"><div dir="ltr"><div></div>We could do the more radical forward looking changes in a branch, but on the other hand we've seen what tends to happen to big branches like that and we decided to better work directly in master. If others also agree too then I would agree to raise the bar to 3.1.<br></div></blockquote><div><br></div></span><div>For the BIG jump to GL 3, how about do that in the main Blender 2.8 branch, not a side branch. Where it will remain in use & continuously tested but not interfere with the rest of the Blender 2.7x releases.</div><div><br></div><div><br></div><div>I agree with everything said so far about ES & WebGL -- if we want to be compatible it should be with more capable versions like ES 3.0 and WebGL 2.0. Also let's not avoid features on full GL desktop/laptop just because they wouldn't work on a tablet.</div><span class="HOEnZb"><font color="#888888"><div><br></div><div><div><div>Mike Erwin<br>musician, naturalist, pixel pusher, hacker extraordinaire</div></div><br></div></font></span></div></div></div>
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