OpenGL ES 3.0 is closer to our new desktop requirements. For me at least,
Android / GLES has been low priority. Would rather make the desktop /
laptop experience better even if that excludes other devices.
Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
On Fri, May 12, 2017
> How hard would it be from here for a android build?
No idea. The GSoC about android port of Blender and Blender Player
never got the documentation public about the building process.
That said, support for OpenGL ES 2.0 should be quite straighforward
since it's mostly compatible to 3.x core
How hard would it be from here for a android build?
On Thu, May 11, 2017 at 3:33 PM, Mike Erwin
wrote:
> Yay!!! So glad we finally made it to this point. Now all platforms are
> on the same modern GL version and we don't need hacky fallbacks.
>
> Suppose we can
Yay!!! So glad we finally made it to this point. Now all platforms are
on the same modern GL version and we don't need hacky fallbacks.
Suppose we can call this task done:
https://developer.blender.org/T49012
even though we still have implementation and cleanup ahead.
Mike Erwin
musician,
Hi,
First off: Great news! Huge kudos to the people involved!
Just to make it clear, the core profile refers to OpenGL 3.3.
There are effectively multiple core profiles, so better to be precise
which one we're talking about ;)
Cheers,
- Julian -
On 11 May 2017 at 17:05, Dalai Felinto
Dear all,
As of now, Blender 2.8 builds only with core profile. That means:
* No more toggling CMake flags when switching back and forth from master to 2.8
* No more crashes for Mesa and Apple users getting Blender from builder bot
On a related note, modifiers and dupli objects are still not