On Sat, 11 Jan 2014 22:23:46 +0900 Christophe Sadoine <[email protected]> said:

> On 11 January 2014 21:53, Carsten Haitzler <[email protected]> wrote:
> > On Sat, 11 Jan 2014 19:07:06 +1000 David Seikel <[email protected]> said:
> >
> > 1. use the preferred engine set. end of story. it isn't broken. it works. i
> > have a 3d modelling from christophe app proving that it works. it works now.
> > today. check it out. go google for "slime" on github. you have messed up
> > somehow in an unknown way to me - but it WORKS. look at slime. (and nice
> > work christophe!)
> 
> it's on https://github.com/drasich/slime
> but it's far from being usable and far from being able to build a
> virtual world :)
> my only problem is the issue when opening multiple glviews.
> 
> > 4. evas exposes an opengl-es2 api. any existing engine needs to be adapted
> > to use this. that's pretty much the end of that. if the engine doesn't have
> > a gles2 port.. it will need one.
> 
> In the future it would be nice to have opengl-es3 and desktop opengl :D

desktop gl is really unlikely because we will have to emulate it on top of gles
somehow - thats a lot of work. one part of what evas_gl does it provide a
single gl api regardless of the target so you don't have to do your own
porting.

what is more likely is we'll extend the gles2 api to add gles3 features/support
- if someone bothers/gets around to it. :)

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [email protected]


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