The primitives and other immediate mode stuff can be implemented with VBAs, etc 
see 
https://github.com/openframeworks/openFrameworks/blob/master/libs/openFrameworks/gl/ofGLRenderer.cpp#L1346
 
<https://github.com/openframeworks/openFrameworks/blob/master/libs/openFrameworks/gl/ofGLRenderer.cpp#L1346>
 which will work in older versions of GL as well as the current version.

--------
Dan Wilcox
@danomatika
danomatika.com <http://danomatika.com/>
robotcowboy.com <http://robotcowboy.com/>
> On Mar 17, 2015, at 7:50 AM, Cyrille Henry <[email protected]> wrote:
> 
> it's not only openGL-ES, openGL 3.0 also depreciate the glBegin / glEnd loop.
> 
> I've got the impression that it's not a big deal for software compatible with 
> opengl 3 or 4 to be compatible with openGL ES
> and being compatible with recent openGL version is important since lot's of 
> new shader are available.
> 
> 
> in the future, most primitives will have to be rewrited and then, they also 
> be compatible with openGLES.
> or maybe they could just be ignored...
> 
> anyhow, would it be easy to build a GemES where all primitive using glbegin / 
> glEnd would be removed?
> as long as gemvertexbuffer and shader are available, lot's of things can be 
> done...
> 
> 
> what i currently dreaming of is :
> if openGL available version is > 3 : adding a message to gemwin to specify 
> the openGL version used to create the context. (this is possible since openGL 
> remove functionalities in newer version)
> if a context is created with a openGL > 3, or openGL-ES, then drop support 
> for all primitive that are not compatible.
> and add new object for new functionalities...
> 
> then, object like cube / circle etc could be ported as abstractions
> 
> so, my point is : if the only problem for porting Gem to openGL-ES is the 
> primitives, then we should port Gem without primitives...
> 
> cheers
> c
> 
> 
> 
> 
> Le 17/03/2015 15:03, Antoine Villeret a écrit :
>> we discuss that a few in the past and afair we conclude that mobile devices 
>> will support OpenGL sooner than an OpenGL ES Gem will arrived
>> but maybe this not true anymore, maybe mobile devices will never support 
>> OpenGL and will stuck in ES, which is enough for them
>> so in that way, i could be nice to upgrade Gem to run OpenGL ES.
>> 
>> Maybe we can grab some code from OFX to do that.
>> But anyway, my 2 cent seems to not move forward that discussion so much...
>> 
>> --
>> do it yourself
>> http://antoine.villeret.free.fr
>> 
>> 2015-03-17 14:55 GMT+01:00 Dan Wilcox <[email protected] 
>> <mailto:[email protected]>>:
>> 
>>    I would be totally *possible* to update GEM to support OpenGL ES. It 
>> mainly involves replacing the immediate mode functions and a few wrappers 
>> for defines which ES doesn’t use. We do this in OpenFrameworks.
>> 
>>    The main problem, like everything, is who has the time to do it?
>>    --------
>>    Dan Wilcox
>>    @danomatika
>>    danomatika.com <http://danomatika.com>
>>    robotcowboy.com <http://robotcowboy.com>
>> 
>>>    On Mar 15, 2015, at 4:00 AM, [email protected] 
>>> <mailto:[email protected]> wrote:
>>> 
>>>    *From:*Cyrille Henry <[email protected] <mailto:[email protected]>>
>>>    *To:*[email protected] <mailto:[email protected]>
>>>    *Date:*March 15, 2015 at 2:47:02 AM PDT
>>>    *Subject:**Re: [PD] Gem on Raspberry pi 2*
>>> 
>>> 
>>> 
>>> 
>>>    Le 15/03/2015 04:11, Simon Wise a écrit :
>>> 
>>>>    Apparently there is some support beyond Es, but not enough to run gem 
>>>> and as not at all documented.
>>>    i was to much optimistic and did not double check the informations i 
>>> found announcing openGL support.
>>>    thanks for the clarification.
>>>    cheers
>>>    c
>> 
>> 
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