Thanks for the responses everyone. Pretty evenly divided. Since Brecht's ongoing contributions are somewhere between Important and Essential, we'll keep it working on Mac.
So here's a less drastic proposal: - OpenGL 2.1 remains the baseline until we're ready to fully switch to 3.2 core profile, to keep Mac devs & testers in the loop. Getting there requires some fun & some boring work as pointed out. - major architectural changes go in the blender2.8 branch - in all branches, new drawing code should avoid legacy GL patterns (glBegin, display lists, etc.) mostly to ease the transition to core profile - we encourage use of GL 3.2 but guard those code paths with "if GLEW_VERSION_3_2". GL 2.1 fallbacks are required in master but optional in blender2.8 and its sub-branches GL 3.2 core is still the target baseline for Blender 2.8 -- it will let us draw nicer pictures faster with cleaner code, bring OpenSubdiv to our Mac users, and enable techniques that we just can't do in earlier versions. After core profile is working there's a lot of fallbacks, version checks, extension checks that can be stripped out. That's one of the fun parts! But it looks like we have to eat our veggies before this delicious cake is served. Continued feedback is welcome on any of these points. I'll try to answer your other questions shortly! On Saturday, May 28, 2016, Brecht Van Lommel <[email protected]> wrote: > Sergey, I'm pretty sure we're talking about replacing immediate mode > with modern OpenGL, not just removing code. > > I'm against breaking OS X in the Blender 2.8 branch, at least for me > it would make contributing to development in that branch more > difficult. Especially without concrete plans for who is going to > unbreak it and when. > > I'd like to understand the status of the immediate mode removal. Mike, > is that something you are still working on? Is there something I or > other developers can do to help speed up development in that area, or > should we wait for a proposal/code from you? > > There's some other things to be done as well, like replacing the > matrix stack. Is that something you're working on or can someone else > pick that up? > > > On Fri, May 27, 2016 at 6:35 PM, Sergey Sharybin <[email protected] > <javascript:;>> wrote: > > How do you remove immediate mode but keep things working? After removal > of > > immediate mode you'll barely have anything in the interface. > > > > Did you mean "replace with modern OGL" ? And what's the plan you're > > referring to? > > > > On Fri, May 27, 2016 at 6:26 PM, Ton Roosendaal <[email protected] > <javascript:;>> wrote: > > > >> Hi, > >> > >> I thought the goal was to remove immediate mode calls first? All > platforms > >> would benefit. > >> My preference is to Keep OS X work and do as planned then. > >> > >> We can also do a call for help. Someone could point at smaller todos for > >> volunteers to help migrating. Only when all options fail we can decide > to > >> drop a platform temporary. > >> > >> -Ton- > >> > >> -------------------------------------------------------- > >> Ton Roosendaal - [email protected] <javascript:;> - www.blender.org > >> Chairman Blender Foundation, Producer Blender Institute > >> Support us - join blender.cloud or Blender Dev Fund. > >> > >> > On 27 May 2016, at 03:19, Campbell Barton <[email protected] > <javascript:;>> wrote: > >> > > >> > Hi, only a few topics to report on, > >> > some discussion about OpenGL that we better move to the mailing list. > >> > > >> > 1) Current Projects > >> > > >> > - Mike Erwin proposes to switch to OpenGL 3.2 minimum requirement in > >> > the 2.8x branch. > >> > While meeting generally agrees on this, it breaks building on OSX > >> > for as long as we still use immediate mode, > >> > so better move discussion to mailing list, since we better take care > >> > breaking platform support for too long on branches intended for > >> > everyone to collaborate on. > >> > > >> > - Kevin Dietrich is working on Alembic, > >> > http://blenderartists.org/forum/showthread.php?399763 > >> > > >> > 2) GSOC Updates > >> > > >> > - Thomas has Bindless Textures and Single Channel textures in master > >> > > >> > https://wiki.blender.org/index.php/User:DingTo/GSoC_2016/Weekly_Reports/Preparations > >> > _______________________________________________ > >> > Bf-committers mailing list > >> > [email protected] <javascript:;> > >> > https://lists.blender.org/mailman/listinfo/bf-committers > >> > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] <javascript:;> > >> https://lists.blender.org/mailman/listinfo/bf-committers > >> > > > > > > > > -- > > With best regards, Sergey Sharybin > > _______________________________________________ > > Bf-committers mailing list > > [email protected] <javascript:;> > > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] <javascript:;> > https://lists.blender.org/mailman/listinfo/bf-committers > -- Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
