On 9/13/10, Giel van Schijndel wrote: > 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
I am fine with this. > - 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) This is also needed for proper support of LoD, occlusion culling, and some other things. I am also fine with this. > - 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. The only real concern I have is driver support, on all the platforms we support. > 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. A rewrite of the gfx engine is need, since most of it is still done with the brute force approach. Getting rid of the fixed pipeline was on my long term TODO list anyway. :) Would this be done directly in trunk, or would a new branch be made for this ? Since I see you started working on the 'easier' stuff, did you have a timeframe when all this would be done ? _______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
