On Mon, Feb 9, 2009 at 9:58 PM, Tristam MacDonald <[email protected]> wrote:
> On Mon, Feb 9, 2009 at 10:55 PM, Red15 <[email protected]> wrote:
>>
>> You would not expect manual (in python) iteration over objects to go
>> faster than a glCallList would you ?
>
> A huge majority of the OpenGL information floating the web is very outdated.
> Display lists, immediate mode, vertex arrays and the whole fixed-function
> pipeline are all deprecated, and slated for removal in a later OpenGL
> version (OpenGL ES has already shed these - it has less need for backwards
> compatibility).

WRT fixed-functionality pipeline deprecation, unfortunately I have
found that there are still many many machines out there (for example
the prev gen iBooks, etc) that do not have shader support. Unless you
are writing hardcore games targeted for the latest hardware (which
seems highly unlikely in the hobby sphere given their big content
budgets), or simply don't care about supporting a large fraction of
the installed hardware, fixed-function coding is a fact of life. Of
course this is changing but it will be a few years before shader
support reaches a critical mass IMO for the hobby "market".

As that is happening I imagine better shader support will appear in
projects like Pyglet, and other high-level gaming/graphics libraries
(though Pyglet's 2D aspirations make this somewhat less compelling).

-Casey

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