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Re: [Public WebGL] Earlier versions of OpenGL ES

oh well, I have to say I've been convinced : )

2010/7/29 Steve Baker <steve@sjbaker.org>
The problem is this:

* If you make the specification too hard to implement (and supporting
all of that old fixed function stuff certainly does that) - then fewer
modern devices will support it and WebGL will end up in fewer people's
hands - not more.

* If you try to avoid that and make it so that the standard allows the
drivers to support EITHER fixed function OR shaders - and not require
both at the same time - then the application authors have to support
clunky old fixed function rendering AND sexxy shader-based stuff - even
for the simplest possible applications of the technology...then the cost
of writing WebGL applications will go WAY up - and the compromises to
make applications work both ways will make the quality go down (way
down, actually).   Fewer application writers will choose to put their
software out using it - versus simply shipping regular applications, and
WebGL will fail.

* Sure, WebGL doesn't work on low-end and older cellphones - but it
doesn't run on older desktops - or Babbage difference engines or
abacusses either.   You have to draw a line somewhere.

* If we're engineering a standard for the future, one that'll still be
around for as long as (say) Flash - then looking back at this from two
years into the future when all of those old phones fall off of the
lock-in contracts from the telco's and someone can pick up an ES2.0
phone for $20 (that's what mine cost me) - we're going to be laughing at
the idea that OpenGL ES 1.x was  ever supported.

 -- Steve

Vladimir Vukicevic wrote:
> ----- Original Message -----
>> On Jul 28, 2010, at 4:30 AM, Cauê Waneck wrote:
>>> We have also to remind that iphones aren't the only mobile devices
>>> out there. And there are lots of them that still are OpenGL ES
>>> powered. I think in order to be more universal, exposing the opengl
>>> es pipeline for those devices would be a great move.
>> But I think the same rules apply there. I don't believe in the near
>> future we will see many mobile devices that will support OpenGL ES 1.1
>> and not OpenGL ES 2.0. This is based on information from chip vendors.
>> I'm sure there will be cases of such devices, but like the example of
>> iPhone and iPhone 3g, I believe these will be old designs and so their
>> numbers are unlikely to grow and very likely to shrink.
> It's also not enough for a mobile device to just have an OpenGL accelerator; the CPU portion really has to be up to speed as well, in order to both support _javascript_ as well as the "full web" in the underlying web browser.  Most devices that only support OpenGL ES 1.1 tend to have older and slower ARM cores.
>     - Vlad
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