Hi all, Long time since I've actually written on this mailing list.
I've been looking into modifying the rendering code in such a way that
it can be used to render on OpenGL ES (ES 2.0+ considering that I only
have hardware to test that version) enabled devices.
This however, would require significant changes to the drawing code.
Keep in mind that these changes would be required for *pure* OpenGL 3.0
as well, with "pure" meaning without the backward compatibility
extensions. The two most significant changes are:
* immediate-mode drawing would have to go (glBegin()/glEnd()),
replacing it with either VAs or VBOs
- which code-wise, are nearly the same thing, VBOs are just VAs cached
in video memory.
* we cannot use the matrix stack anymore
- in OpenGL ES the matrix stacks don't exist anymore, so we would have
to maintain this stack outside of the OpenGL API (relatively easy to
do)
- fixed pipeline rendering is mostly gone, so a shader performing the
vertex transformation (multiplication with model-view and projection
matrices) would have to be used.
Please give me your thoughts on making these changes. Personally I
don't think removing of immediate-mode rendering is a very big deal, nor
is replacing gl(Push|Pop)Matrix with our own implementation. Completely
shedding our dependence on the fixed rendering pipeline is something
of an entirely different scale though.
--
Giel
--
"There are 2 types of people in this world - those who like Chuck
Norris and those who are dead."
-- Jus12
signature.asc
Description: Digital signature
_______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
