You can get GLES 2 emulators which you can build against and that translate the calls to normal OpenGL, though I've had no experience with them. GLES2 is like GL with all of the deprecated fixed-function things outright removed.

On Apr 29, 2012 2:58 PM, "No Idea" <kiithsacmp@gmail.com> wrote:
> I think the GL2 renderer should be also GLES compatible. GLES is just
> a subset of GL2 (which is an abusive name for all GL implementation
> which supports shaders)

Isn't this only the case with GL4?
Or are the differences insignificant / is Qt3D able to hide them
without special
casing? I don't have any GLES experience unfortunately.

Also, is there a convenient way to test GLES code on the desktop?

> Good. I think that is somehow what Qt people spent years of coding
> efforts on with the Qt3D stuff. You should really have a very detailed
> look at it before going very far in your own implementation. There is
> a good chance that most of the tedious work is already done there.
> Don't be afraid to use it if necessary.

I plan to use Qt3D (since those are QGL, not plain GL, backends),
but I don't want it to be part of the interface - that should be
backend-independent
(so that even non-GL backends are possible - e.g. someone on the IRC
mentioned they would like to have a PostScript backend).


> Feel free to ask me questions!

I will ask when needed. Unfortunately I only work on it about 1 day per week
at the moment as I'm still attending university.


FM

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