Hello again, The times of fixed function OpenGL pipeline have been very fun and happy, with coders trying to ingeniously hack the fixed function parameters to do the things they wanted.
But I believe we are getting to the point where fixed function OpenGL starts holding us back. We already require GLSL support for some of the fancier features of blender, but probably it's time to feel free to consider shaders as the primary display mechanism if we want to, without needing to code fallbacks to a fixed function alternative. Especially anything that requires mixing multiple textures (such as texture painting with masks or brush overlays) or attributes in a non standard way is difficult without shaders. This is scheduled to happen as part of the viewport refactor, but having the hardware requirements there will enable us to do more improvements now. The proposal is not about throw away every legacy path next release, rather than assuming that users will need to have access to newer hardware from now on if they wish to access core features. Shader availability can be tested to avoid crashes but no alternative rendering path should be provided for those not meeting the requirements. _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers