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Re: Best practices for OpenGL ES



On 09/05/12 18:19, Paul Wise wrote:
On Sun, Jan 15, 2012 at 6:09 AM, Tobias Hansen wrote:

in the last team meeting one topic was OpenGL ES and I think the
consensus was that we should use it. One of my packages (sludge) will
support OpenGL ES 2 with the next release. Now I have to decide whether
the next package will be built with ordinary GL, GLES2 or to provide two
packages. If we provide both, which one should be the default?
Here is a new development on that front, a cross-platform C library
that allows one to defer selection of GL API and of window system
until runtime:

http://people.freedesktop.org/~chadversary/waffle/


Looks interesting. If it's accompanied with a header where the common symbols of GL and GLES (or GLES2) are defined, it can possibly be used to build games that use only the common subset of GL and GLES just against waffle. If we build one waffle library against GL and one against GLES, which both satisfy the dependency of the game, the game should not depend strictly on either the GL or the GLES libraries. I don't know if it's possible to build one waffle with Depends: (GL|GLES).

But making a game use waffle would still be too much work to be in the scope of normal packaging I think. It's a thing to do upstream.


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