Paladin of the Pegasos
Posts: 1193 from 2003/2/24
From: Helsinki, Finland
Hey, what about full DirectX 11 support ???
Seriously though, about OpenGL ES, I'd say tinygl is already quite close to that, implementing more things (such as immediate mode & display lists, which should be avoided, but both aid in porting some "very legacy" code) but also missing some things (such as all fixed point functionality and egl)
Also missing VBO support, but I don't think that's compulsory for ES1.
ES2 support would of course be MUCH harder to achieve.
Quote:
OpenGl ES 2.0 would be great. Almost all applications from the mobile world are using Open Gl ES 1.x - 2.0.
ES1 and ES2 are mostly incompatible with each other (well, "for anything more complex than clearing the screen") so supporting ES2.0 won't give us automatically ES1.X.
But of course someone can always write an ES1 wrapper for ES2, which should be WAY easier than writing ES2 support to begin with (actually I have written something quite a bit like such a wrapper)
But then again, as I said, we (almost) have ES1 already anyway.