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Thread: Pascal eXtended Library (aka Asphyre) released!

  1. #31
    I would prefer Vulkan too, but I see no fallback on older systems; so I cannot use it. GLES2 (and GLES3 almost) is viable TODAY, no need to wait. The Windows enduser has two options: a) use GLES dll of Angle, or b) use GLES dll of Swiftshader (software only, but works 100% on all systems, even winXP) We can use the dll in standard way (context via EGL) GLES Angle handles internally all driver bindings (is also looking for native GLES driver first). GLES Angle also looks for Vulkan, useful in a future when other drivers lose performance. Both Google and Microsoft work on Angle. As to MS Windows, here is the relevant page: https://github.com/Microsoft/angle/wiki Also advice about Windows OpenGL vs. Angle here: https://wiki.qt.io/Qt_5_on_Windows_ANGLE_and_OpenGL is from mid 2015, but still has valid points.

  2. #32
    Quote Originally Posted by pixelwriter View Post
    Also advice about Windows OpenGL vs. Angle here: https://wiki.qt.io/Qt_5_on_Windows_ANGLE_and_OpenGL is from mid 2015, but still has valid points.
    This article is assuming that most people still use those Generic Graphic drivers that ship with Windows who only have OpenGL 1 compatibility. But that is no longer true. Why?
    Because by using of such drivers you lose lots of functionality of your graphics card. Most notable one is the fact that in most cases such drivers don't even properly support Widescreen monitor resolutions so you basically end up with 4:3 aspect ratio screen stretched to fit the widescreen monitor. As a result most computer vendors already install proper graphics drivers.
    And if you have newer computer with newer graphics card there is an increased possibility that Windows will actually download and install proper graphical drivers who already have full OpenGL functionality as they are made by graphics card vendors and are just distributed through Windows Update platform.
    Also article states that you need "Custom" graphical drivers for OpenGL to work on Windows. That was only true in the beginning of Windows XP era since Microsoft has been refusing to issue a VSDL certificate for graphical drivers which also had support for OpenGL as an attempt to further solidify the use of their DirectX library instead. They abandoned this practice after a huge pressure was made on them by many gamers and graphical cards vendors since at certain point OpenGL had more functionality than their Direct X 9c.

    Do you have any examples that could be used as a test bench to compare the performance of OpenGL vs OpenGL ES?

  3. #33
    Quote Originally Posted by pixelwriter View Post
    Hi LP,
    is there a plan to support openGL ES2 on Windows as well?
    I find this useful as modern crossplatform solution.
    In addition to what SilverWarior said, remember that on Windows there is no native OpenGL ES support, other than what you mentioned, working either in software emulation (and PXL has software renderer of its own) or a wrapper on top of DirectX 11, which PXL supports directly. On Linux, you also need to install special packages so that OpenGL ES calls get translated to OpenGL. Nevertheless, if you really need OpenGL ES on Windows, you can just adapt existing OpenGL ES provider - it shouldn't be too difficult.

    Quote Originally Posted by SilverWarior View Post
    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.
    I have already made a couple of experiments with Vulkan and this provider is planned to be added.

  4. #34

    About Tulip-UI

    Hi, Dear LP, Can you open the code for the Tulip-UI editor?

    http://bbs.2ccc.com/topic.asp?topicid=545520

  5. #35
    Tulip UI author kindly agreed to publish the source code of the editor, which can now be found at:
    https://github.com/MarquitosPT/Tulip
    Last edited by LP; 11-04-2018 at 09:45 PM.

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