Re: OpenGL ES renderer Support

res <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
On 15.04.2013 05:08, Mohit Taneja wrote:
> The primary differences between OpenGL and OpenGL ES, seems to be the
> following:
> 
>   * There is no support for |glBegin| or |glEnd|.

As you said, these can be replaced by using VBOs.

>   * The only supported rasterization primitives are points, lines and
>     triangles. Quads are not supported.

We don't use those much in CS.
*Theoretically* a mesh object could return Quad geometry to render, in
that case the index buffer data must be converted. That's not actually
difficult (there's some infrastructure for converting buffers) but
probably slow.
But I don't recall any CS mesh rendering quads.

>   * There is no polynomial function evaluation stage.

We don't really use these in CS at all.

>   * One cannot send blocks of fragments directly to individual fragment
>     operations.

Not sure right now, what operations/functions do you mean here?

>   * There is no support for display lists.

We don't really use these in CS at all.

> Is there anything else which you guys can think of, off the top of your 
> head which will obviously not work with the following limitations ?

Generally, GLES 2.0 seems somewhat close to desktop GL 2.0; we could
probably make ES support (and our CS rendering lives in general) easier
by requiring at least GL 2.0 from then on.

-f.r.

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