I don’t think Blender should support those, but it does affect certain users (like UncleEntity). There are unfortunately a lot of people who have really crappy integrated intel graphics without full support for 2.0. Even an openGL 2 card is dirt cheap these days (in fact, I doubt they even make cards that aren’t at least OGL4 compliant anymore). Not everyone has a card that supports OGL4 but I would wager that NOBODY is using a card that only supports 1.4. It’s quite a burden to support both, which is evident from the Viewport FX project spending a lot of time on just creating a compatibility layer for functions which are deprecated (and don’t exist in OpenGL ES, used on Android). Now, having said that, the difference between code using old-style immediate-mode/fixed-function OpenGL and shader/buffer-based OpenGL is enormous. VBOs make the single largest impact on rendering speed and as soon as all drawing code uses it, there isn’t that much to be gained anymore (at least as far as OpenGL is concerned). The features required for VBOs and GLSL mode became core in 2.0, for instance. Blender certainly doesn’t use any features that became core in OpenGL 4.x (tesselation, compute shaders) for now. Pretty much any feature that is part of the OpenGL core of a given version is accessible through the OpenGL extension mechanism beforehand. Just going by version numbers in OpenGL isn’t very meaningful. 4.3 is out and we still are using Open GL 1.4?
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