Hi J-S,

On Thu, Dec 10, 2009 at 3:47 PM, Jean-Sébastien Guay
<[email protected]> wrote:
> Excellent work to all who contributed, but especially to you since most of
> the grunt work on the big features (ports, texture pools) was done by you. I
> hope you're taking a bit of time to relax now before diving into something
> else...

Oh I'm already taking it pretty easy, I've just came back from a quick
run taking in some of the gentle afternoon winter sunshine that is
blessing Scotland right now ;-)

> One quick question, given the amount of new features and the major step
> ahead that the ports to GLES and GL3 represent, will the next stable version
> be 3.0 or are you still aiming to make it 2.10? Personally I'd say these
> developments are at least as important as the osgViewer stuff that were in
> OSG 2.0 (as opposed to 1.4)...

The GLES and GL3 support are major feature additions that really do
deserve an 3.0 label, although API wise it's not actually a big step
for most users (less that OSG-1.x to 2.x), the capabilities of porting
to new embedded platforms is new beginning for us, entering the OSG
and it's users into a new markets.

Originally I had thought that the move to support GLES and GL3 would
require major changes to the public API of the OSG, but in the end
it's turned out not to be the case at all, in fact it will possible to
have binary compatibility between GLES1.1, GLES2.0, GL1/GL2 and GL3
versions of the OSG.  Right now we almost have binary compatibility,
it's just a couple of inline functions that are limiting this and my
plan is refactor the code that use them to enable full binary
compatibility between the different targets.  What the end user
applications do is another topic to discuss, as at present one has to
create different scene graphs for the different targets.  This is
where item 5 in my list would come in useful:

5. Fixed function StateAttribute/ shader StateAttribute coupling to
allow more seamless integration across GL targets

In an ideal world we'd be able to get to the point where one just
links to a different .so/.dll at runtime to get support for GLES or
GL3 or GL1/2, and have things just work. There are limits to just how
seamless you'll be able to make it for the app developer, but with
relatively straight forward apps I'm pretty optimistic.

Robert.
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