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Will the internals ever be updated to use non-deprecated OpenGL?
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.
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
QuoteIf 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 compatibilityThere'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