[Bf-gamedev] GSOC proposal? ES rasterizer + Raspberry Pi

Jason Wilkins jason.a.wilkins at gmail.com
Tue Mar 18 03:52:38 CET 2014


Viewport FX runs in "compatibility", "core" and "ES" modes.

Compatibility is desktop gl version 1.1 + extensions (feature levels from
later are abstractly the same as extensions)

Core is desktop gl 3.2 core profile + extensions ( again, gl 4 features
would be detected and used as if they were extensions)

ES is embedded gl 2 * extensions.  Future versions will probably be
considered a separate configuration rather than an extension.

Blender doesn't *need* anything other than version 1.1, having later
versions should only improve performance and enable certain viewport
visualization modes.

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.

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!

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.

The game engine is a different story, but that isn't my focus right now.


On Monday, March 17, 2014, Bartek Moniewski <monio4 at gmail.com> wrote:

> On 03/14/2014 08:44 AM, Jason Wilkins wrote:
> > Viewport fx branch contains an up to date OpenGL 3 core profile and
> > OpenGL ES port.
>
> Hi.
> I have some concerns about viewportFX prospectivity.
> Are you talking about OpenGL 3.0 or OpenGL "3" versions like 3.3?
> This means that 3.0 will be minimal requirements to run blender (on
> PC) or this is the maximum that viewportfX can handle?
>
> As I know Opengl 3.3 is minimal requirement for hardware tesselation
> and things like hardrware driven OpenSubDiv mesh subdivision. IMHO its
> crucial to have features like that in Blender if we want make it
> future-proof and fit to todays standards. Cheapest cards released in
> 2009 (nvidia 9100) can run ogl3.3. I think most of Blender users have
> far superior hardware today.
>
> Talking about abstraction layers. Is this mean that blender viewport
> someday can handle ogl version 4.4 on some computers but run on 3.3 on
> older machines?
> Will be great if Blender can handle things like that:
> www.opengl.org/registry/specs/ARB/tessellation_shader.txt
>
> Cheers.
> Bartek
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