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 <[email protected]> wrote: > On Sun, Jan 18, 2015 at 11:16 AM, <[email protected]> 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 > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
