Re: OpenGL ES renderer Support

Mohit Taneja <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAKU=PORoaLmxW+k7KbTq=nqypVPuWFCsEomOjm4Y60zn1Gz=Pw@mail.gmail.com>
Having a minVersion requirement for openGL would definitely be helpful and
sounds reasonable too.

I am also in favor of supporting GLES 2.0 + , since there are major feature
differences between GLES 1.0 and GLES 2.0, and most mobile platforms (
android, iOS and win8) support GLES 2.0+.

On Monday, April 15, 2013, res wrote:

> 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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