If OpenGL commands were limited to StateSets and Drawables, then it would be
possible to derive your own "OpenGL ES" versions of these classes. As a
result, the RenderGraph would be composed solely of classes that limit
themselves to OpenGL ES commands and features. It might be nice, down the
road, to implement a selectable rendering backend (a la a factory pattern).

With current OSG, I imagine memory footprint is a significant issue. A
smaller, cleaner, core OSG with limited functionality would be required.
Robert has mentioned doing this in the past.
   -Paul


> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of c sklu
> Sent: Saturday, November 04, 2006 3:20 AM
> To: osg users
> Subject: Re: [osg-users] OS Poll
> 
> Any chance of things getting ported to OpenGL ES? I've been 
> experimenting with developing for Windows Mobile (shudder...) 
> and am trying to avoid having to write raw OpenGL code, or I 
> don't even want to think about Direct3D. There is one toolkit 
> I've found, Ogre3D which allows to switch rendering backends 
> which is nice because OpenGL performance on my PDA is pretty 
> poor compared to Direct3D.
> 
> Chris
> 
> On 11/1/06, Don Burns <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> > > Oh, and I would like to see OSG running on a Palm :)
> >
> >
> >  I think either the respondents didn't read the "you use with OSG" 
> > part of the question, or they are just showing off. :)
> >
> >  -don
> >
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> >
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