SFML community forums
General => Feature requests => Topic started by: Overv on March 14, 2011, 08:13:47 pm
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Will the internals ever be updated to use non-deprecated OpenGL?
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replacement is unlikely to ever happen. switchable backends (opengl 1.x, opengl 3.x, opengl es 1.x, opengl es 2.x) are more likely, but as far as I know this won't be happening any time soon.
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Will the internals ever be updated to use non-deprecated OpenGL?
Why do you ask?
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Building on this, couldn't SFML use the sf::ContextSettings information to select proper code for each version of OpenGL?
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Well, it's not just a matter of selecting different code, I need to have a working and efficient implementation if I change the internals ;)
And if one day I switch to non-deprecated code there's no reason to support deprecated stuff anymore.
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Well, it's not just a matter of selecting different code, I need to have a working and efficient implementation if I change the internals ;)
And if one day I switch to non-deprecated code there's no reason to support deprecated stuff anymore.
True.
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And if one day I switch to non-deprecated code there's no reason to support deprecated stuff anymore.
If you did switch to non-depreciated OGL hen please keep 2 versions so that people that dont need the new features can still use OGL 2 and keep backwards compatibility
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If you did switch to non-depreciated OGL hen please keep 2 versions so that people that dont need the new features can still use OGL 2 and keep backwards compatibility
There's no "new feature", it would just be a replacement of the OpenGL functions used internally in SFML.
It would have absolutely no impact on user code, except that people would be able to create 3.x+ contexts without being forced to use the compatibility flag.
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If you did switch to non-depreciated OGL hen please keep 2 versions so that people that dont need the new features can still use OGL 2 and keep backwards compatibility
There's no "new feature", it would just be a replacement of the OpenGL functions used internally in SFML.
It would have absolutely no impact on user code, except that people would be able to create 3.x+ contexts without being forced to use the compatibility flag.
Sounds like a whole lot of trouble for that little tiny gain
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Sounds like a whole lot of trouble for that little tiny gain
Lot of troubles: yes.
Tiny little gain: no, because:
1. 3.x+ contexts will be used more and more, SFML must support them properly
2. running without the deprecated GL functions means that SFML is compatible with OpenGL ES 2.0, and thus with a lot of mobile devices such as phones.