3 ms·
” That is my interpretation of the story so far anyway. And i didn't mention OpenGL ES which is OpenGL in name only but not in anything that really matters” Yo
by sharpneli 6y ago
” That is my interpretation of the story so far anyway. And i didn't mention OpenGL ES which is OpenGL in name only but not in anything that really matters”
You might be mistaking the OpenGL es 1.0 for anything modern.
ES2.0 and above is a true subset of the desktop OpenGL, some limits are less and support for things like Geometry shaders are optional, but that’s pretty much it.
- pjmlp 6y agoYeah, that is why shaders need conditional compilation.
- sharpneli 6y agoEs3 shaders (with the modern in/out qualifiers) compile as is on Gl4.3+. It is a true subset. As an example 4.3 brought precision qualifiers to desktop GL. And now that fp16 is in desktop Hw they are actually useful there.
- pjmlp 6y agoPity that GL 3.3 is still what is mostly widespread on consumer desktops.
- badsectoracula 6y agoOpenGL and OpenGL ES are two completely different APIs with their own specs and implementations. Some versions do have an overlap in functionality in that you can write code that can work with both with minimal (mainly shader) differences, but that's about it. But IMO OpenGL ES 2.0 was pointless, the devices that were powerful enough to support it were also powerful enough to support the full OpenGL so Khronos should have pushed that instead of fragmenting the driver and API ecosystem.
- sharpneli 6y agoNo really. 4.3 made ES a true subset. As in you cannot write a spec conformant ES3.0+ software that would not run in GL4.3+ implementation. This was very intentional by Khronos so they could bring the two closer together. In ES2.0 days what you said would have been true, as ES2.0 had some annoying differences especially on shader side, but it’s been 8 years since 4.3 came out.
- jcelerier 6y ago> but it’s been 8 years since 4.3 came out. but macOS will never support anything past 4.1 so for cross-platform dev you cannot rely on that
- pjmlp 6y agoAnd yet OpenGL 3.3 is still what most would advise on GL forums regarding best market distribution on consumer hardware. Which is why it is the chosen version for GL on Vulkan and GL on DirectX ongoing projects.