>
> did anyone try to extend OpenSG to work on iOS or any other OpenGL ES 2.0
> platform?
That would, at least, be another great unique selling point for OpenSG, I think.
(However, I am not quite certain that OpenSG is not too big for current
hardware, at least under iOS.)
Best regards,
Gabrie
On 2011-04-01 20:13, Patrick Hartling wrote:
> On Apr 1, 2011, at 3:27 AM, Johannes Behr wrote:
>
>>
>> On 1 Apr 2011, at 04:32, Gerrit Voß wrote:
>>
>>>
>>> Hi,
>>>
>>> On Thu, 2011-03-31 at 12:01 +0200, Johannes Behr wrote:
Hi,
did anyone try to extend OpenSG to work on iOS or any
On Apr 1, 2011, at 3:27 AM, Johannes Behr wrote:
>
> On 1 Apr 2011, at 04:32, Gerrit Voß wrote:
>
>>
>> Hi,
>>
>> On Thu, 2011-03-31 at 12:01 +0200, Johannes Behr wrote:
>>> Hi,
>>>
>>> did anyone try to extend OpenSG to work on iOS or any other OpenGL ES 2.0
>>> platform?
>>> If not would s
On 1 Apr 2011, at 04:32, Gerrit Voß wrote:
>
> Hi,
>
> On Thu, 2011-03-31 at 12:01 +0200, Johannes Behr wrote:
>> Hi,
>>
>> did anyone try to extend OpenSG to work on iOS or any other OpenGL ES 2.0
>> platform?
>> If not would someone be interesting and willing to support this effort?
>
> I
Hi,
On Thu, 2011-03-31 at 12:01 +0200, Johannes Behr wrote:
> Hi,
>
> did anyone try to extend OpenSG to work on iOS or any other OpenGL ES 2.0
> platform?
> If not would someone be interesting and willing to support this effort?
I will re-start to work on the general infrastructure (Shader
At
Hi,
did anyone try to extend OpenSG to work on iOS or any other OpenGL ES 2.0
platform?
If not would someone be interesting and willing to support this effort?
best regards
johannes
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