Full OpenGL implementation
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12150 from 2003/5/22
    From: Germany
    > Isn't it curious that OpenGL isn't a truly open standard at all?

    As Mesa is best evidence of, the only thing about OpenGL that isn't open (also in the sense of free) is the use of the 'OpenGL' trademark. But even that can be free of charge under certain circumstances:

    "Trademark License. for new licensees who want to use the OpenGL trademark and logo and claim conformance. This license is available free of charge if you are developing open source implementations on open source platforms. For closed source licenses or licenses on proprietary platforms, a charge will be associated with a trademark license."
    http://www.sgi.com/products/software/opengl/license.html

    MorphOS being a closed source platform means the trademark license couldn't be free of charge. But honestly, do you really think we'd need the 'OpenGL' trademark for MorphOS? I certainly don't, so Mesa would be perfectly fine for MorphOS. Of course, the MorphOS Team could as well write its own full and perfectly legal OpenGL implementation for MorphOS, but why should they do that if there's the full and perfectly legal and free to use and heavily developed OpenGL implementation that is Mesa? (That's assuming Mesa doesn't require Gallium3D, or the MorphOS Team doesn't object any longer to using Gallium3D, or they use a Mesa version prior to 7.5)
  • »04.05.11 - 22:34
    Profile
  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    eliot
    Posts: 565 from 2004/4/15
    Mesa with it's own hw drivers or Gallium/Nouveau would be very nice indeed.
    regards
    eliot
  • »05.05.11 - 07:15
    Profile
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12150 from 2003/5/22
    From: Germany
    Update:

    > OpenGL 2.1 with several extensions from 3 and 4

    As of February 9th, Mesa implements OpenGL 3.0:

    http://www.mesa3d.org/relnotes-8.0.html
    http://www.mesa3d.org/relnotes-8.0.1.html
  • »20.03.12 - 21:16
    Profile
  • Jim
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Jim
    Posts: 4977 from 2009/1/28
    From: Delaware, USA
    That's beginning to look even more attractive.
    Has anyone figured out if this requires Gallium?
    "Never attribute to malice what can more readily explained by incompetence"
  • »20.03.12 - 22:55
    Profile
  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    boot_wb
    Posts: 874 from 2007/4/9
    From: Kingston upon ...
    Jim,
    Quote:

    And OpenGL ES isn't that great an option.


    OpenGL ES 2.0 might be a sensible target though, being the basis of WebGL.
    www.hullchimneyservices.co.uk

    UI: Powerbook 5,6 (1.67GHz, 128MB VRam): OS3.1, OSX 10.5.8
    HTPC: Mac Mini G4 (1,5GHz, 64MB VRam): OS3.1 (ZVNC)
    Audiophile: Efika 5200b (SB Audigy): OS3.1 (VNC + Virtual Monitor)

    Windows free since 2011!
  • »21.03.12 - 13:03
    Profile Visit Website
  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    kamelito
    Posts: 103 from 2011/9/21
    iOS devices and the PS3 use OpenGL ES 2.0 so it's not that bad.

    Kamel
  • »21.03.12 - 14:32
    Profile
  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    eliot
    Posts: 565 from 2004/4/15
    OpenGl ES 2.0 would be great. Almost all applications from the mobile world are using Open Gl ES 1.x - 2.0.
    But as long as the MorphOS Team insists of doing their own OpenGl Api and drivers instead of using Mesa, EGL, Gallium and Nouveau,
    there won't be any 2.0 support in the next few years.

    [ Edited by eliot 22.03.2012 - 07:11 ]
    regards
    eliot
  • »21.03.12 - 15:14
    Profile
  • Paladin of the Pegasos
    Paladin of the Pegasos
    Jupp3
    Posts: 1193 from 2003/2/24
    From: Helsinki, Finland
    Hey, what about full DirectX 11 support ??? :-P





    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.
  • »22.03.12 - 09:56
    Profile Visit Website
  • Order of the Butterfly
    Order of the Butterfly
    _ThEcRoW
    Posts: 298 from 2008/10/27
    Why can't be used directly opengl 2.0?. It has to be mesa?
    Mac Mini G4 1,4ghz 1gb ram & MorphOS 3.11
  • »22.03.12 - 19:46
    Profile
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12150 from 2003/5/22
    From: Germany
    > Why can't be used directly opengl 2.0?

    See posting #4.
    (Short answer, condensed from that posting: Because OpenGL is just a specification, thus doesn't have source code.)

    > It has to be mesa?

    If you know alternatives that could be used by MorphOS then just mention them.
  • »22.03.12 - 20:44
    Profile
  • Order of the Butterfly
    Order of the Butterfly
    Posts: 186 from 2003/10/23
    nevermind

    [ Edited by raistlin77it 22.03.2012 - 22:18 ]
    I'm nerdy in the extreme
    And whiter than sour cream

    White&Nerdy 2006 Al Yankovic
  • »22.03.12 - 22:35
    Profile