Quote Originally Posted by phibermon View Post
I'm working in OpenGL 4.x currently and I don't support anything less than 3. I did that specifically because I didn't have to jump through all the hoops. I'm guaranteed to have NPOT support, guaranteed to have uniform buffers, tessellation stages on 4.x hardware blah blah blah

it's so much less of a headache than GL1.x GL2.x, GLES etc...
I have plans for that, it's just lots of work... I already rewrote the shader classes 2 weeks ago so the "concrete basing" is already set tight Building the renderer and all the shaders won't be easy though. Basically the 2D drawing code from programmers part will hardly change at all. Instead of nx.DrawRotate(), you'll just propably get nx.renderer.DrawRotate() with same parameters. The plan is to have polygon queue which adds and adds stuff, and then draw all of them at once. On change of texture, polygon mode (triangle/quad), or shader program change it will render the queue and start over again. That stuff should be invisible for the programmer. I would also be able to support uniform light arrays for example, in theory at least. Almost can't wait to get writing the shaders, just that true game programmer is also a gamer himself that is the major issue