Irrlight engine port for MorphOS bounty
  • Jim
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Jim
    Posts: 4856 from 2009/1/28
    From: Delaware, USA
    Quote:

    Spectre660 wrote:
    Would it be practical or possible to tweak the old TinyGl engine ?

    Quote:

    Samurai_Crow wrote:
    The WebGL standard is based on OpenGL-ES 2+ and the parts missing from ES can be mostly added from a software patch called GL4ES. The possibility of Vulkan would be better but there's not much open source to leverage apart from Google's GL-ES compatibility module to run on Vulkan, Mesa and DirectX 11. TinyGL seems to be hopelessly obsolete by comparison.





    It's been discussed. Mark Olsen has said he'd like to enlist Michal "Keiro" Wozniak in anything like a major overhaul.
    In the past, Frank Mariak, Keiro and Bigfoot would have been the primary MorphOS developers for something like this.

    If they are serious about a move to X64, something more advanced than TinyGL would be a nice development.
    "Never attribute to malice what can more readily explained by incompetence"
  • »28.08.18 - 20:35
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  • ASiegel
    Posts: 1135 from 2003/2/15
    From: Central Europe
    @Samurai_Crow
    Given the currently supported systems, WebGL should be rather low on the list of priorities.

    If you have a chance, take a look at WebGL on MacOS PPC...
  • »28.08.18 - 20:45
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  • Butterfly
    Butterfly
    Samurai_Crow
    Posts: 96 from 2009/12/10
    From: Colorado, USA
    Quote:

    ASiegel wrote:
    @Samurai_Crow
    Given the currently supported systems, WebGL should be rather low on the list of priorities.

    If you have a chance, take a look at WebGL on MacOS PPC...


    For now, you're right. Not any point at this time. That should wait until after x86-64 and better JIT on the Javascript or ASM.js if possible.
  • »29.08.18 - 07:29
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