[Bf-viewport] OpenGL low level shader API proposal

Jason Wilkins jason.a.wilkins at gmail.com
Mon Dec 7 08:04:30 CET 2015


I have had Blender running on ES 2.0 (tested on both Mali and ANGLE on
Windows) and I have always assumed it was going to be a target.

On Sun, Dec 6, 2015 at 6:05 AM, Yuri Kovelenov (Phone) <yuri at blend4web.com>
wrote:

> +1 for OpenGL ES 2.0 compatibility. This would allow for better
> WebGL/Blend4Web integration. We are also ready to share our code with you
> guys.
>
> Yuri
>
> -------- Original message --------
> From: Martijn Berger <martijn.berger at gmail.com>
> Date: 12/6/2015 14:54 (GMT+03:00)
> To: bf-viewport at blender.org
> Subject: Re: [Bf-viewport] OpenGL low level shader API proposal
>
> 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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>
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