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Thread: Pascal eXtended Library (aka Asphyre) released!

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  1. #1
    Subset yes, but GLES 2, 3 are fully shaderbased and suffice in my case.
    The advantage is easier support in my crossplatform app.
    OpenGL drivers are not a very sure thing on Windows,
    that's why I go like the major webbrowsers (which use libGLESv2.dll for webGL
    and others). The swiftshader software renderer libGLESv2.dll is OpenSource,
    and also the speedier libGLESv2.dll Angle. This can be used as fallback
    if a hardware driver (openGL ES or matching openGL) is lacking.

  2. #2
    Quote Originally Posted by pixelwriter View Post
    OpenGL drivers are not a very sure thing on Windows,
    So why do you think that driver support for OpenGL ES would be any better since OpenGL ES is primarily developed for embedded devices and not for desktops?
    A quick search on web will tell you that in order to be able to use OpenGL ES on Windows you either need special drivers or additional SDK's for it or even worse run your software through a special OpenGL ES emulator.
    http://developer.amd.com/tools-and-s...opengl-es-sdk/
    https://www.g-truc.net/post-0457.html
    http://developer.download.nvidia.com..._pack_v100.pdf

    I personally feel that it would be better to add support for Vulkan API (https://www.khronos.org/vulkan/) which was build from the ground up to be a cross-platform graphical API. And based on initial information it can also rival with DirectX 12.
    Now while at the moment there is still limited hardware support for Vilkan API that will definitely change in the future. You see the official specifications for Vulkan API has only been officially released on 16th of February 2016 so hardware vendors did not have much time to prepare for its arrival.

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