[Bf-committers] Proposal: Up blender requirements to OpenGL 2.1
blueprintrandom1 at gmail.com
Sun Jan 18 23:50:59 CET 2015
Better view-port performance, with wide compatibility is better IMHO then
amazing performance no one can use,
how hard would it be to have a "High OpenGL build" as a separate entity?
2.1 -> for normal builds
4.4 -> "High end build"
would that be much harder to maintain?
On Sun, Jan 18, 2015 at 11:28 AM, Mike Erwin <significant.bit at gmail.com>
> On Sun, Jan 18, 2015 at 11:16 AM, <hewi at jupama.org> wrote:
> > This topic leads me to two questions:
> > - upgrade to OpenGL 2.1: the OpenGL is currently at version 4.5. Is it
> > impossible to maintain the same version in blender?
> This would severely limit blender's audience. Only Windows & Linux running
> proprietary vendor drivers on *new* graphics cards are able to run GL 4.5.
> The laptop I'm using right now says GL 4.4 even with the latest drivers!
> 2.1 has been around long enough that it is essentially universal. Yes we'll
> miss out on some nice capabilities. We have been using features from later
> versions of GL but not always in a consistent way. Part of the project is
> eye candy, part is improved performance, and just as important is setting a
> higher baseline and making the code consistent and safe.
> - and my endless quest of finding out the relation between OpenGL, GLSL,
> > GHOST. Does GHOST uses the OpenGL libraries directly? or does it call
> > GLSL.
> GHOST sets up OpenGL contexts in platform-specific ways. Other than that
> GHOST does not use GL or GLSL for its own purposes.
> > Thanks for your time.
> > Regards
> > Hewi
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
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