Hi Jan,

On 8/14/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
> Personally, I do not think that OpenGL ES should be the focus. First, it
> is a moving target. Second, what would be the goal? To run OSG-based
> applications on a cell phone? Realistically, do you (or anybody) think
> that it
> a) makes sense
> b) is even technically possible?

Well we do have an OpenGL ES port the go already, if it works out then
we could see support introduced into one of the 2.x series.

 > Regarding OGL 3.x - I think that the way to go would be in abstraction.
> If sufficient amount of detail, such as OpenGL states, is abstracted and
> packaged in utility classes, the user doesn't have to even notice unless
> he or she is using OpenGL commands directly somewhere (custom drawables,
> for example).

The OSG already abstracts most of OpenGL state and vertex
arrays/primitive drawing.   The custom code will be problematic - it
will need porting just like the rest of the OSG.

> For example, I have spent the last weekend working on a quake-like
> console for debugging of my application. I needed to implement text
> rendering in a better way than current osgText which seems to choke my
> laptop's graphic card with the deluge of glyph textures on each start
> (ATI mobile FireGL card, it sucks, I know). I have made a custom node
> using Cairo and Freetype and basically didn't need to touch "raw" OpenGL
> except for things such as blending, lighting and depth tests - state
> management. If this can be packed into classes which will either use
> fixed functionality if running on OpenGL 2.x platform or some provided
> default shaders on OpenGL 3.0, great - then my code will work with few
> changes and I could accommodate it easily.

In the case of your graphics card I don't know what the status of GL3
support will be.  In general managing the above will require a
separate code path even when GL3 is available.

> On the other hand, if I will need to rewrite major parts of my code to
> set the shaders up myself to handle these issues, I am not going to be
> too happy (or even to bother to port it - my university is paying me for
> research and teaching, not for coding, unfortunately).

I think

> The specific issue I had was something with removal of tablet support in
>  Producer. osgProducer still needs some classes which are missing from
> Producer that is on the web site. However, I wasn't able to access
> Producer's CVS to see what exactly was done and why (it was reporting a
> repository error :( ) or whether this was only temporary breakage, so I
> do not have a patch at the moment.

I haven't touched osgProducer since the migration of the old server so
I wasn't aware of these problems.  On my new development box I haven't
yet installed it.  If there are too many problems then it may be worth
bring back online a cloning of the Producer repository.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to