Choosing OpenGL version to support

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Matthew Brett

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Feb 7, 2012, 7:05:49 PM2/7/12
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Hi,

Eleftherios encouraged me to point out this thread on the PyOpenGL mailing list:


Eleftherios also pointed out this useful StackOverflow thread:


Best,

Matthew

Stephan Gerhard

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Feb 9, 2012, 3:49:39 AM2/9/12
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Hi,

Thank you for pointing out this thread.

The comments are in line with my experience - the situation with newer OpenGL version
is a mess, similarly the situation when writing shaders. Going for the minimal standard (OGL2+)
seems the way to go to support a broad audience.

I had some fun implementing a geometry shader in fos-pyside, but making them work on
other machines with different graphic cards and so on was a pain.

The implementation of fallbacks is an option, but not hardly doable with limited manpower (speculation).

Best,
Stephan
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