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TIGSource ForumsDeveloperBusinessOpenGL 2 vs OpenGL core (business decision)
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J-Snake
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« on: March 31, 2014, 08:57:43 AM »

I have put this topic here since it is a business consideration, not a technical one.

I am considering to develop a 2D engine using java and opengl. I have the option to go with core opengl (3+) or to go strictly with opengl 2.

Now despite all the trend that suggests to use core opengl I feel going strictly with opengl 2 is more beneficial in this case. There are mainly two reasons for it:

1. It seems there is still a lot of hardware that doesn't support core opengl,
   think about some weaker notebooks. Yet I want to reach as many people as possible, on
   mac, linux and windows (android likely requires changes, I don't know yet).

2. Both opengl versions satisfy the rendering demands.


I would like to know how you feel about it. Are there possibly some important things I have overlooked? For example I am not sure how the situation on mac looks like running opengl 2 applications on newer os updates.
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Christian Knudsen
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« Reply #1 on: March 31, 2014, 10:16:46 AM »

I can't speak for the Mac support, but going from your requirements, I'd say to stick with OpenGL 2. Like you said, a lot of weaker notebooks (mine included!) don't support 3+, and if you feel that these users might be a substantial part of your potential customers, there's no need to cut them out. I'm in the same situation as you, which is why I'm also sticking to OpenGL 2. Still haven't come across a notebook that couldn't run my game.
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« Reply #2 on: March 31, 2014, 10:38:23 AM »

Are you going to be using shaders? If so, the Android / iOS versions will require a modern OpenGL re-write. If not, i'd code against the ES 1.1 spec .. which is ( largely ) compatible with OpenGL 2.0 ( but not vice versa ).
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InfiniteStateMachine
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« Reply #3 on: April 02, 2014, 09:46:03 AM »

OpenGLES / ES2 is meant to be a more compatible subset and it runs on desktops. I always target ES2 personally.

check out this website if you haven't already

http://www.khronos.org/
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J-Snake
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« Reply #4 on: April 04, 2014, 03:56:20 PM »

Still haven't come across a notebook that couldn't run my game.
That's very good to hear.
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tjcbs
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« Reply #5 on: April 20, 2014, 11:27:44 PM »

For me, core is for crazy people who read whitepapers on specular occlusive refraction of crystalline surfaces, for the rest of us 2 is more than enough. Lots and lots of notebooks and phones don't support core either. To me it was very satisfying seeing my game work ok on a geforceFx 5200 @640x480 30fps.
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Gregg Williams
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« Reply #6 on: April 21, 2014, 12:33:53 AM »

OpenGL 2.0 here. Until not to long ago, Mac wouldn't even do higher versions.
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J-Snake
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« Reply #7 on: May 02, 2014, 04:59:01 PM »

For me, core is for crazy people who read whitepapers on specular occlusive refraction of crystalline surfaces, for the rest of us 2 is more than enough.
I understand how you feel but I actually prefer working in core since I know exactly what I am doing, it is more understanding but less learning. Initially I found OpenGL 2 and lesser harder to learn. It's like hundreds of build-in "switches" and commands and I need to make sure I know how they interact with each other. It's going fine though, I got my 2D renderer up and running.
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« Reply #8 on: May 03, 2014, 04:59:16 AM »

I understand how you feel but I actually prefer working in core since I know exactly what I am doing, it is more understanding but less learning. It's like hundreds of build-in "switches" and commands and I need to make sure I know how they interact with each other.

Coding against the OpenGL 2.0 specification doesn't mean you have to use any of the fixed-function pipeline though. You can use modern / core style programming in OpenGL 2.0 just fine.

Simply ignore the build-in matrix functions and maintain & upload your own mat4 uniforms, ignore all of the designated attribute features ( such as normal / texCoord etc. ) and only use generic attributes, ignore all of the build-in light & fog functions etc etc.

The only thing you need to pay attention to is that you don't use any functions that aren't available in OpenGL 2.0.
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J-Snake
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« Reply #9 on: May 03, 2014, 11:11:42 AM »

I had to learn it for my current job project anyway, it is old build-in functionality and modern opengl mixed altogether.
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