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Significant changes have been made to the EGL back end since the 3.0
beta1 release, so I felt it prudent to spin a release candidate. The
EGL back end now passes all piglit GLX and FBO conformance tests (or at
least the ones that pass with the underlying OpenGL implementation) and
should now fully support multithreaded OpenGL applications, so please
test the EGL back end with your favorite 3D application and file a
GitHub issue (https://github.com/VirtualGL/virtualgl/issues/new) if
something still doesn't work. (Include a thorough description of the
issue, any relevant error messages, and steps to reproduce the issue.)
The VirtualGL Project is in dire need of funding for 2022 due to the
impending loss of a major sponsor and the necessity to borrow against
the entire 2021/2022 VirtualGL General Fund in order to finish the
VirtualGL 3.0 release. The easiest way your organization can help is to
sponsor one or more of the proposed new features that are marked
"funding needed":
https://github.com/VirtualGL/virtualgl/labels/funding%20needed
If you would like to go one step further, we could really use another
general sponsor.
I would also entertain the notion of transferring The VirtualGL Project
and all of its resources to the right organization for the right price,
but the "right organization" would have to be a GPU-neutral and
O/S-neutral organization that is committed to the same high quality and
performance standards that have become the hallmark of VirtualGL and
TurboVNC, as well as an organization with a proven track record within
the open source community.