<div dir="ltr">I would be for dropping ES 2 and OpenGL 2 actually.  It just complicates things.  I&#39;m not sure who we are losing by not supporting it.</div><div class="gmail_extra"><br><div class="gmail_quote">On Sun, Dec 6, 2015 at 10:28 AM, Mike Erwin <span dir="ltr">&lt;<a href="mailto:significant.bit@gmail.com" target="_blank">significant.bit@gmail.com</a>&gt;</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"><div class="gmail_quote"><span class="">On Sun, Dec 6, 2015 at 11:01 AM, Martijn Berger <span dir="ltr">&lt;<a href="mailto:martijn.berger@gmail.com" target="_blank">martijn.berger@gmail.com</a>&gt;</span> wrote:<br><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><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>&quot;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" target="_blank">ARB_texture_multisample</a>&quot;<br>&quot;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" target="_blank">ARB_vertex_type_2_10_10_10_rev</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/timer_query.txt" target="_blank">ARB_timer_query</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/texture_rgb10_a2ui.txt" target="_blank">ARB_texture_rgb10_a2ui</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/shader_bit_encoding.txt" target="_blank">ARB_shader_bit_encoding</a>,
                        <a href="https://www.opengl.org/registry/specs/ARB/occlusion_query2.txt" target="_blank">ARB_occlusion_query2</a> and
                        <a href="https://www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt" target="_blank">ARB_explicit_attrib_location</a>&quot;<br><br></div>That would be 3.2 without requiring <a href="https://www.opengl.org/registry/specs/ARB/texture_multisample.txt" target="_blank">ARB_texture_multisample</a> in practice.  Given the relatively high marketshare of these this could be a good enough way to go.<br></div></div></div></blockquote><div><br></div></span><div>Then let&#39;s try to support Sandy Bridge! I have access to an HD 3000 (running Windows 7) for testing.</div><div><br></div><div>I can see ARB_vertex_type_2_10_10_10_rev &amp; ARB_explicit_attrib_location being very useful. Happy to use these as extensions and keep GL 3.2 as the minimum.</div><span class=""><div> </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>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></div></blockquote><div> </div></span><div>Here ya go</div><div><a href="https://developer.apple.com/opengl/capabilities/" target="_blank">https://developer.apple.com/opengl/capabilities/</a></div></div></div></div>
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