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Hi Martijin,<br>
<br>
Yes, on Linux/Mac OS the browsers currently use the ANGLE's shader
validator only, without the translator. However, they plan<br>
to extend their architecture to create an "ultimate" OpenGL ES
backend for all platforms and drivers.<br>
<br>
Here is an ANGLE preso which can be helpful:<br>
<a class="moz-txt-link-freetext" href="https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false&slide=id.g26efd2cf6_0178">https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false&slide=id.g26efd2cf6_0178</a><br>
<br>
Yuri<br>
<br>
<br>
<div class="moz-cite-prefix">On 08.12.2015 12:02, Martijn Berger
wrote:<br>
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<div>HI Yuri,<br>
<br>
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To be clear I suggested ANGLE mainly in the context of
providing a better default GL surface then the GDI drivers
do on windows.<br>
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I think we should prefer to use a full OpenGL context if
presented by the driver when possible.<br>
<br>
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Practically I think having to use GLES 2.0 without at some of
the extensions: OES_framebuffer_object, OES_texture_half_float,
OES_texture_float, OES_vertex_array_object could maybe be
limiting our future goals to much. I am also not really clear
which subset of this is exposed on what ES 2.0 implementations.<br>
<pre><font face="arial,helvetica,sans-serif"><font face="arial,helvetica,sans-serif">And getting blender working on an <i>"OpenGL 2.1 core context"</i> ( 2.1 - all features removed from the core context ) is a giant step in this direction by itself.
</font>And the current work in master cannot and will not bump us passed OpenGL 2.1 anyway.
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