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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