yes, i know, but this is lot's of work.
i just say that's it's not a mandatory operation for porting Gem to openGL ES

cheers
c


Le 18/03/2015 03:27, Dan Wilcox a écrit :
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
 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] 
<mailto:[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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