That’s really cool work. Rewriting a legacy fixed-pipeline renderer into a modern VBO/shader setup is no small task, especially while trying to keep changes minimal. It’s also pretty impressive that it still runs on something like a GMA 950, even if performance isn’t great there anyway. The Android side is a nice bonus too, even with the current input limitations. Out of curiosity, while doing the port did you run into any parts of the original renderer that were especially painful or limiting, or...
That’s really cool work. Rewriting a legacy fixed-pipeline renderer into a modern VBO/shader setup is no small task, especially while trying to keep changes minimal. It’s also pretty impressive that it still runs on something like a GMA 950, even if performance isn’t great there anyway. The Android side is a nice bonus too, even with the current input limitations. Out of curiosity, while doing the port did you run into any parts of the original renderer that were especially painful or limiting, or...