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Author Topic: Non-deprecated OpenGL  (Read 5627 times)

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Overv

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Non-deprecated OpenGL
« on: March 14, 2011, 08:13:47 pm »
Will the internals ever be updated to use non-deprecated OpenGL?

l0calh05t

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Non-deprecated OpenGL
« Reply #1 on: March 14, 2011, 09:21:48 pm »
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.

Laurent

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Non-deprecated OpenGL
« Reply #2 on: March 14, 2011, 10:08:54 pm »
Quote
Will the internals ever be updated to use non-deprecated OpenGL?

Why do you ask?
Laurent Gomila - SFML developer

OniLinkPlus

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Non-deprecated OpenGL
« Reply #3 on: March 15, 2011, 12:58:35 am »
Building on this, couldn't SFML use the sf::ContextSettings information to select proper code for each version of OpenGL?
I use the latest build of SFML2

Laurent

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« Reply #4 on: March 15, 2011, 07:39:49 am »
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.
Laurent Gomila - SFML developer

OniLinkPlus

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« Reply #5 on: March 15, 2011, 11:14:14 pm »
Quote from: "Laurent"
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.
I use the latest build of SFML2

Richy19

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« Reply #6 on: April 20, 2011, 03:24:12 pm »
Quote from: "Laurent"
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

Laurent

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« Reply #7 on: April 20, 2011, 03:28:49 pm »
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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.
Laurent Gomila - SFML developer

Ricky

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Non-deprecated OpenGL
« Reply #8 on: April 29, 2011, 10:15:06 am »
Quote from: "Laurent"
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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
Wilt thou yet say before him that slayeth thee, I am God? but thou shalt be a man, and no God, in the hand of him that slayeth thee.

Laurent

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« Reply #9 on: April 29, 2011, 11:04:52 am »
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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.
Laurent Gomila - SFML developer

 

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