[vlc-devel] [PATCH 0/3] Opengl to use GLSL 1.2
Ilkka Ollakka
ileoo at videolan.org
Sun May 6 19:56:19 CEST 2012
On Sun, May 06, 2012 at 04:39:12PM +0200, Grigori Goronzy wrote:
> On 05/06/2012 01:10 AM, Felix Paul Kühne wrote:
> > #ifndef USE_OPENGL_ES
> > # define PFNGLBINDVERTEXARRAYPROC typeof(glBindVertexArrayAPPLE)*
> > # define PFNGLDELETEVERTEXARRAYSPROC typeof(glDeleteVertexArraysAPPLE)*
> > # define PFNGLGENVERTEXARRAYSPROC typeof(glGenVertexArraysAPPLE)*
> > #else
> > # define PFNGLBINDVERTEXARRAYPROC typeof(glBindVertexArrayOES)*
> > # define PFNGLDELETEVERTEXARRAYSPROC typeof(glDeleteVertexArraysOES)*
> > # define PFNGLGENVERTEXARRAYSPROC typeof(glGenVertexArraysOES)*
> > # define GL_UNPACK_ROW_LENGTH 0
> > #endif
> What gain is there to VAOs in the OpenGL (ES) output, anyway? As far as
> I can see they just hinder compatibility by requiring a specific extension.
Mostly because normal opengl output uses VAO. Rhen there is no need
for different file/code for opengl es if it can work with same code.
Video output is not that 'hard' in opengl perspective anyway, issues
come with texture loading in mobiles.
On OES extensions, do you know any opengl ES 2.0 device that does not
implement those 3?
> VLC only draws a single quad, and the differences between vertex arrays,
> VBO and VBO+VAO are most probably negligible.
Yes, I'm pretty sure there ain't that big difference between those two
ways in this case. But then again, if you can optimize out calls and
memory IO, why wouldn't you do that.
Also this is done for the reason, that I wanted to learn to use
vao/vbo/opengl better, and this was simple in opengl perspective to learn it.
--
Ilkka Ollakka
One way to stop a runaway horse is to bet on him.
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