From: Georg Z. <geo...@un...> - 2012-03-28 18:39:20
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Sounds like a major undertaking, and something that requires lots of effort and likely weeks of dedication to be done right! If you can do this, please already take into account what's announced for Qt5: Drop of support for OpenGL1. There was a discussion on this list a few weeks ago, I still think (and I guess I am not the only one) that a minimal functionality (at least the current state, 0.11.2) should be retained for older/simpler hardware like netbooks or cheap or second-hand PCs often found in the developing educational market or out in the field. For such systems, I can only be expected from users to keep their drivers up to date. There should then nothing be wrong with concentrating development of advanced graphics effects on advanced, dedicated graphics hardware. It seems, the GL1 subsystem would then likely require an occasional release based on Qt4.8, and the advanced versions will happily be further developed with Qt5 and GL2/GLES2. If you can do this, including coding guidelines for future developers, and this does not lead to unmaintainable code replication, I clearly give a "go" here! Georg On Mi, 28.03.2012, 14:57, Reaves, Timothy wrote: > Overall, I think this is a good idea. The isolation of the rendering code > will be very nice to have done. > > On Wed, Mar 28, 2012 at 2:38 AM, No Idea <kii...@gm...> wrote: > >> As discussed on IRC yesterday, I propose a major OpenGL refactor >> as a project instead. >> >> The goal of this project would be to separate all OpenGL code >> into a separate subsystem consisting of multiple classes. >> Maybe even a separate namespace? (Stellarium doesn't seem >> to use namespaces - should I just put the code into >> a separate directory? - I'd like all "video" code to be in one place) >> >> This would have an implementation-independent API, >> as is common in various game engines, >> so that there could be separate implementations for >> e.g. GL1, GL2, but, in future, it'd be also easy to add >> GL3/4 or GLES. (even a SW renderer or D3D I guess). >> >> Note that I don't propose any new functionality, just a rewrite >> of what's already there. However, it should be easier to >> build on the refactored code, add support for e.g VBOs, >> and also to look for bugs and optimization opportunities. >> >> This weekend, I'll branch the Stellarium repo and experiment >> a little, and send a GSoC application. >> >> (Don't have time right now due to the university.) >> >> >> ------------------------------------------------------------------------------ >> This SF email is sponsosred by: >> Try Windows Azure free for 90 days Click Here >> http://p.sf.net/sfu/sfd2d-msazure >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> >> > ------------------------------------------------------------------------------ > This SF email is sponsosred by: > Try Windows Azure free for 90 days Click Here > http://p.sf.net/sfu/sfd2d-msazure_______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > -- DI Dr Georg Zotti Archaeoastronomy / ASTROSIM VIAS-Vienna Institute for Archaeological Science University of Vienna |