Hi, On Tue, 2007-03-20 at 03:27 -0500, 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?),
finally next on my implementation todo list (If nothing else seriously happens ;-)). I just want to finish up some stage handling things as preparation. gerrit ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-core mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-core
