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
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