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

