Gerrit Voss wrote:
> Hi,
>
> On Tue, 2007-03-20 at 08:32 -0500, Allen Bierbaum wrote:
>   
>> Dirk Reiners wrote:
>>     
>>>     
>>>     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.
>>>       
>> How much will it really delay the release?  It seems to me that this 
>> change would add features that we already need to add anyway and would 
>> reduce the legacy cruft supported.
>>
>> Now, that said, the real reason I suggested requiring OpenGL 2.0 was to 
>> remove all the extension detection and loading.  Will this help us at 
>> all with this part?  Could we use a 3rd party project to help out with 
>> this so OpenSG doesn't have to manage extensions itself?
>>     
>
> we could try glew. IIRC they added something like a context so
> different gfx cards with different capabilities in one machine might be
> possible but I did not try it or look into it. And as I did not write
> this OpenSG part there might be something else I overlooked.
>   

How many people actually use this capability of OpenSG.  I admit it is a 
nice feature, but are we jumping through hoops to enable something that 
no one uses.  I know that in our usage of OpenSG we would never suggest 
a customer uses multiple boards unless they are the same chipset and 99% 
of the time the exact same make and model.

-Allen

>
> gerrit
>
>
>
>
>
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