[Bf-viewport] OpenGL ES compatibility

Jason Wilkins jason.a.wilkins at gmail.com
Mon Dec 7 08:07:12 CET 2015


I would be for dropping ES 2 and OpenGL 2 actually.  It just complicates
things.  I'm not sure who we are losing by not supporting it.

On Sun, Dec 6, 2015 at 10:28 AM, Mike Erwin <significant.bit at gmail.com>
wrote:

> On Sun, Dec 6, 2015 at 11:01 AM, Martijn Berger <martijn.berger at gmail.com>
> wrote:
>
>> I think if we are not hampered by it to much allowing the Sandybrigde
>> hardware on intel to run would be a win.
>>
>> "In practice, Sandy Bridge supports OpenGL 3.1 with all the OpenGL 3.2
>> extensions but ARB_texture_multisample
>> <https://www.opengl.org/registry/specs/ARB/texture_multisample.txt>"
>> "Sandy Bridge supports six OpenGL 3.3 extensions:
>> ARB_vertex_type_2_10_10_10_rev
>> <https://www.opengl.org/registry/specs/ARB/vertex_type_2_10_10_10_rev.txt>,
>> ARB_timer_query
>> <https://www.opengl.org/registry/specs/ARB/timer_query.txt>,
>> ARB_texture_rgb10_a2ui
>> <https://www.opengl.org/registry/specs/ARB/texture_rgb10_a2ui.txt>,
>> ARB_shader_bit_encoding
>> <https://www.opengl.org/registry/specs/ARB/shader_bit_encoding.txt>,
>> ARB_occlusion_query2
>> <https://www.opengl.org/registry/specs/ARB/occlusion_query2.txt> and
>> ARB_explicit_attrib_location
>> <https://www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt>"
>>
>> That would be 3.2 without requiring ARB_texture_multisample
>> <https://www.opengl.org/registry/specs/ARB/texture_multisample.txt> in
>> practice.  Given the relatively high marketshare of these this could be a
>> good enough way to go.
>>
>
> Then let's try to support Sandy Bridge! I have access to an HD 3000
> (running Windows 7) for testing.
>
> I can see ARB_vertex_type_2_10_10_10_rev & ARB_explicit_attrib_location
> being very useful. Happy to use these as extensions and keep GL 3.2 as the
> minimum.
>
>
>> OpenGL and its extensions and who implements what is such a mess.
>> I would like to look at what extensions are common in OS X 10.9 with GL
>> 3.x hardware to be sure what parts of OpenGL 3.3 might be a good idea to
>> require.
>>
>
> Here ya go
> https://developer.apple.com/opengl/capabilities/
>
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