[Bf-viewport] OpenGL ES compatibility

Brecht Van Lommel brechtvanlommel at pandora.be
Sun Dec 6 15:31:49 CET 2015


Making a separate thread for this discussion..

* OpenGL ES 2.0 I can kind of understand, but why OpenGL 2.1 compatibility?
* Why ANGLE? As far as I know this is for old cards that we already decided
to stop supporting.
* Why not require OpenGL ES 3.0 as a minimum when someone decides to port
Blender to Android / iOS? Support for this seems pretty good.
* WebGL 2 will match ES 3.0. If no one is actively working on WebGL support
now, why bother with the backwards compatibility?

I really think we should be able to assume support for FBOs, VAOs, float /
half-float textures, instanced draw, and not have to deal with GLSL syntax
differences between versions.

How is Blend4Web affected by Blender's minimum OpenGL version? What kind of
issues would there be if Blender assumed ES 3.0 minimum, while Blend4Web
still targets ES 2.0?
On Dec 6, 2015 12:54, "Martijn Berger" <martijn.berger at gmail.com> wrote:

> Hi Mike, Brecht, Jason, Anthony and others
>
> On Sun, Dec 6, 2015 at 12:34 AM, Mike Erwin <significant.bit at gmail.com>
> wrote:
>
>> Re: Uniform Buffer Objects -- Compatibility with GL 2.1 is a temporary
>> concern, so anything we do there should be minimal and marked for future
>> removal.
>>
>> Is this the case? i would make the argument that we might want to try and
> keep OpenGL ES 2.0 and OpenGL 2.1 for as long as possible.
> Especially on windows keeping ES 2.0 + what ANGLE exposes could really
> help us have a good fallback.
> On android and IOS GL ES 2.0 / 3.0 could allow us to run blender there.
> And even compile blender for Google's NaCl stuf..
>
> We should not do this regardless of the cost but we should not discard
> this without seriously considering if this is feasible.
>
>
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