Dropping OpenGL 1.x will remove - not just reduce - any defects associated
with support of OpenGL X.  That's kinda how things work.  If it ain't
there, it can't be broke.  Pretty basic.  Removing code from the code base
also reduces complexity, and statistically reduces defects as well.  Also
pretty basic. We do not need to know how many people use OpenGL X to know
this to be the case.

Now, dropping OpenGL X may have no effect on reported defects (which is
perhaps what you meant).  But, we know to be true that removing the support
for more than one version of OpenGL will remove any possible defects
associated with what ever version is dropped, and we know that that same
removal will reduce complexity and improve clarity and maintainability.

This is not as hard as people are making it out to be.  Just apply some
critical thinking.

Fabian - who wrote the code - could perhaps enlighten us more.  But his
statement was pretty clear that he felt that there are downsides to this
continued dual support.

All this extra stuff, extra work, about phoning home, support $50
Atom-based laptops, only need be even considered if that's the direction
the app wants to go in.  Otherwise, it's all a waste of time.



On Wed, Feb 22, 2012 at 12:13 AM, Matthew Gates <[email protected]>wrote:

> There is an undemonstrated assertion on the "pro-dropping-GL-1.x"
> side, that doing so will lead to a reduction in GL-related problems.
> It seems plausible, but until someone actually does it (perhaps in a
> feature branch), we're just spinning our wheels.
>
> I am all for simplifying the code, especially if we manage to stop
> these GL-related bugs, but before I am willing to commit to dropping
> support for GL 1.x, I would like to get some better figures regarding
> usage. Yet again, a "phone home"  feature seems appealing.
>
> M
>
>
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Cloud computing makes use of virtualization - but cloud computing 
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