On Tuesday, 22 August 2017 at 12:03:18 UTC, Igor wrote:

In the meantime can you tell me these two things:

1. How come DerelictGLES only has:
static if( Derelict_OS_Windows ) ...
else static if( Derelict_OS_Posix && !Derelict_OS_Mac )...
when GLES is primarily intended for mobile platforms as far as I know. What should I use for Android then?

I'm not sure what you're referring to. There are a few static if(Derelict_OS_Android) blocks in there as well.

That said, DerelictGLES is nowhere near ready for primetime. If you check the release list, there has been precisely one release: 0.0.1 in July 2015, when I first added Windows support. Since then, I've made one commit to fix a bug.

The problem is the person who was the original maintainer hasn't been around in quite some time, I don't use OpenGL ES, and I've never touched the Android Developer Kit. The binding isn't even up to date with the latest DerelictUtil.

The Windows and Linux should both be working, buggy perhaps but usable. It's my intention to get it updated to the latest DerelictUtil at some point and test it across ANGLE, the AMD developer kit, and other implementations that exist, including MoltenGL on OS X. However, it is not a priority for me at all right now. Moreover, it's unlikely I'll ever touch the Android bits.

I'm happy to add anyone to DerelictOrg who is willing to take on the task of DerelictGLES maintenance.


2. I see that DerelictGL3 used to have wglext.d file where wglSwapIntervalEXT was loaded. How can I get access to this function now since I can't find it anywhere in the latest version?

Before I bring 2.0 out of beta, I will add support for platform-specific extensions via the existing mixin infrastructure. I'll also most likely add support for mixing in and loading the system API functions to completely eliminate the current link-time dependency for those who choose to use them.

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