Hi All,
trying to think about what to do for OpenSG2 I've been thinking about Allen's
idea of requiring a certain OpenGL version (like 2.0) to avoid having to deal
with the extension cruft. Talking to Johannes at VR brought up the idea of
going
beyond that by going full-out shader, in anticipation of OpenGL 3.
I don't want to require OpenGL 3(especially since it's very unclear when
drivers
will be available), but conceptually going full-blown shader by removing
support
for the fixed function pipeline has some appeal. It would add complexity by
having to have the shader composition framework up and running (Gerrit, can you
give us an update on how that is coming along?), but it would simplify probably
pretty much everything else. My goal would be to support an equivalent of
pretty
much the full fixed function pipeline, i.e. have most of the existing apps
still
working (for obvious reasons ;), but do it completely shader-based.
In that step I would also remove immediate mode from the codebase.
Multi-indexing will be supported, but by creating temporary VBOs.
It's a pretty radical step, though, and might delay moving forward on 2 even
more than it is delayed right now, so I need some opinions on this one.
I would be very interested in getting on what we would lose by going shader
only. Does anybody know platforms that have no shader support right now? What
about ES? Other comments?
Dirk
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