On 2011-04-12 22:51, Eric Anholt wrote: > On Tue, 12 Apr 2011 21:19:46 +0300, Török Edwin <edwinto...@gmail.com> wrote: >> Hi, >> >> Is there a list of OpenGL features/extensions that Mesa won't implement, >> and should thus be avoided when developing a new OpenGL application? [*] >> >> I know that S3TC has possible patent issues, and Mesa can't support it >> in the official release. >> Is there anything else in OpenGL 3.x (or OpenGL 4.x for that matter) >> that should be avoided? >> >> (I thought some forms of floating point textures are an issue, but >> docs/GL3.txt lists it as implemented on a branch, so I'm confused). >> >> [*] I haven't made up my mind yet if I should develop/test the app with >> the Mesa (r600g driver), or develop it for GL 3.2 core profile, and hope >> that, by the time I finish the app, Mesa catches up on the 3.2 >> implementation. > > The plan is to implement everything, as soon as we can get to it all. > However, patented techniques (S3TC, floating-point framebuffers) will be > disabled by default, and up to people with the rights to use them to be > enabled. Thus, for maximum compatibility with arbitrary open-source > systems, you'd need to avoid those two. That's hard, because floating > point framebuffers are so useful (and obvious).
Thanks, it is good news that it is only 2 techniques that I have to avoid. So it is only floating point *framebuffers* that are a problem? Will I still be able to load by default textures with floating point formats, use them only from shaders, and compute final colors as usual? Best regards, --Edwin _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev