Yes, it's exactly the same here (basically the same use case, i.e. high performance video playback). I guess it's different for the guys wanting to reuse their tons of GL code.
On Wed, Jul 23, 2014 at 1:23 PM, Scott Palmer <swpal...@gmail.com> wrote: > If I'm resorting to native code I care a lot less about it being > cross-platform (not 100% less, but less). Give me a GLContext on Linux and > Mac and whatever DirectX has on Windows. I just want a way to get content > generated on the native side to the screen without losing performance. > > Scott > >> On Jul 21, 2014, at 4:13 PM, Joseph Andresen <joseph.andre...@oracle.com> >> wrote: >> >> That's a good point Robert, >> >> If the GLContext work that steve and felipe did become an actual thing, this >> would help that cause become cross platform. >> Angle also is strictly es2, and I haven't looked at prism es2 in a while but >> I think we use GL2 calls for desktop in some cases. We would have to address >> those cases (if even possible) before any work started. >> >> -Joe >> >>> On 7/21/2014 10:40 AM, Robert Krüger wrote: >>> On Mon, Jul 21, 2014 at 7:09 PM, Joseph Andresen >>> <joseph.andre...@oracle.com> wrote: >>>> I also forgot, >>>> >>>> The argument could be made that if we did indeed use angle, we could ditch >>>> our directx 9 pipeline altogether and just use "one" hardware pipeline. We >>>> would really have to evaluate this though, and I am not sure the work would >>>> be worth the benefit (if there even is any). >>> Well, at least the presence of the directx pipeline was used as an >>> argument against exposing a GL context via a low-level native api, >>> which quite a number of people with particular graphics/performance >>> requirements need IIRC, so this would be a potential benefit. >> -- Robert Krüger Managing Partner Lesspain GmbH & Co. KG www.lesspain-software.com