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

