Page 2 of 2 FirstFirst 12
Results 11 to 12 of 12

Thread: BGFX Makes It Easy Targeting Multiple Rendering APIs

  1. #11
    Join Date
    Dec 2013
    Location
    Seattle, WA
    Posts
    2

    Default

    Quote Originally Posted by zester View Post
    Is Mesa's OpenVG and Nvidia Path Rendering something you would be willing to consider including at some point?
    I haven't consider that at all. But I might port something like nanovg (https://github.com/memononen/nanovg) to bgfx API.

    Quote Originally Posted by zester View Post
    Isn't OpenGL ES 3 something you get for free via OpenGL 4.3, just wondering why there is OpenGL ES 3 support and not OpenGL 4.3+ support.
    I'm using feature set I support for API versioning. There are no GL4 features in bgfx yet, and GL4 is not much different API to be listed there separately (like DX11). Once there is feature that can't be listed under lower version GL (for example compute shaders) I'll update supported GL version.

  2. #12
    Join Date
    Jun 2011
    Posts
    267

    Default

    Quote Originally Posted by bkaradzic View Post
    I haven't consider that at all. But I might port something like nanovg (https://github.com/memononen/nanovg) to bgfx API.
    Cool thanks for sharing the link I wasn't aware of that library.

    Quote Originally Posted by bkaradzic View Post
    I'm using feature set I support for API versioning. There are no GL4 features in bgfx yet, and GL4 is not much different API to be listed there separately (like DX11). Once there is feature that can't be listed under lower version GL (for example compute shaders) I'll update supported GL version.
    Ok I was just wonder, It seamed strange that there was OpenGL ES 3 support but not OpenGL 4.3 as OpenGL 4.3 provides full compatibility with OpenGL ES 3.0

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •