by Redneckerz » Thu Dec 05, 2019 2:52 pm
Graf Zahl wrote:
We are fully aware that this isn't a Vulkan renderer. But the point still stands. We already support Vulkan natively.
That's clarified then. I was under the assumption that you considered this a renderer too as per your earlier post.
Graf Zahl wrote:
Why should we support a wrapper targeting an outdated API? It won't have any benefit for GZDoom at all. GZDoom requires OpenGL 3.3 and GLES2 simply doesn't cut it, no matter whether this targets native GLES hardware or Vukan or whatever.
I also don't get what these wrapper developers want. If they want to support modern hardware, an old API is the worst way to go. Most potential customers who aren't involved in mobile will take a hike.
To answer the question:
That was not
perse the intent of this thread. It was more an, like i said:
''Hey, perhaps this is useful'' instead of
''Hey Graf, you need to support this, regardless of what its contents are.''.
As per the OP, GLOVE is used to make OpenGLES/Vulkan support possible on their RISC-V GPU, and its also used for easifying porting. As mentioned,
Currently they support OpenGLES2 and EGL 1.4, but they are planning to support OpenGLES 3 and OpenGL. Considering the relative infancy of this project and its relatively quick progression, its partially why i linked this. Not because it has uses for GZDoom now, but like i said, more as an
''Hey, perhaps this is useful'' bit, with the idea that more modern API support is on the rise.
Perhaps the last bit should have been clarified further.
[quote="Graf Zahl"]
We are fully aware that this isn't a Vulkan renderer. But the point still stands. We already support Vulkan natively.[/quote]
That's clarified then. I was under the assumption that you considered this a renderer too as per your earlier post.
[quote="Graf Zahl"]
Why should we support a wrapper targeting an outdated API? It won't have any benefit for GZDoom at all. GZDoom requires OpenGL 3.3 and GLES2 simply doesn't cut it, no matter whether this targets native GLES hardware or Vukan or whatever.
I also don't get what these wrapper developers want. If they want to support modern hardware, an old API is the worst way to go. Most potential customers who aren't involved in mobile will take a hike.[/quote]
To answer the question:
That was not [i]perse[/i] the intent of this thread. It was more an, like i said: [i]''Hey, perhaps this is useful''[/i] instead of [i]''Hey Graf, you need to support this, regardless of what its contents are.''[/i].
As per the OP, GLOVE is used to make OpenGLES/Vulkan support possible on their RISC-V GPU, and its also used for easifying porting. As mentioned, [i]Currently[/i] they support OpenGLES2 and EGL 1.4, but they are planning to support OpenGLES 3 and OpenGL. Considering the relative infancy of this project and its relatively quick progression, its partially why i linked this. Not because it has uses for GZDoom now, but like i said, more as an [i]''Hey, perhaps this is useful''[/i] bit, with the idea that more modern API support is on the rise.
Perhaps the last bit should have been clarified further.