[Mesa-dev] List of OpenGL features/extensions to avoid?
Eric Anholt
eric at anholt.net
Tue Apr 12 12:51:32 PDT 2011
On Tue, 12 Apr 2011 21:19:46 +0300, Török Edwin <edwintorok at gmail.com> wrote:
> Hi,
>
> Is there a list of OpenGL features/extensions that Mesa won't implement,
> and should thus be avoided when developing a new OpenGL application? [*]
>
> I know that S3TC has possible patent issues, and Mesa can't support it
> in the official release.
> Is there anything else in OpenGL 3.x (or OpenGL 4.x for that matter)
> that should be avoided?
>
> (I thought some forms of floating point textures are an issue, but
> docs/GL3.txt lists it as implemented on a branch, so I'm confused).
>
> [*] I haven't made up my mind yet if I should develop/test the app with
> the Mesa (r600g driver), or develop it for GL 3.2 core profile, and hope
> that, by the time I finish the app, Mesa catches up on the 3.2
> implementation.
The plan is to implement everything, as soon as we can get to it all.
However, patented techniques (S3TC, floating-point framebuffers) will be
disabled by default, and up to people with the rights to use them to be
enabled. Thus, for maximum compatibility with arbitrary open-source
systems, you'd need to avoid those two. That's hard, because floating
point framebuffers are so useful (and obvious).
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