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This repository has been archived by the owner on Oct 1, 2024. It is now read-only.
OpenGL ES 3.1 was released a few days ago, introducing compute shaders and aligning OpenGL ES with desktop OpenGL 4.4. This is a significant update.
I am adding ES 3.1 support to OpenTK in preparation of Android 4.5 and would like some input on the optimal way to handle this:
Introduce a new ES31 namespace alongside ES30, in alignment with ES11 and ES10?
Fold ES31 into the ES30 namespace?
The first options adds ~420KB to OpenTK.dll, while the second adds only ~40KB. The linker should be able to eliminate the bloat in either case, so I am leaning towards the separate ES31 namespace.
Does anyone have any better ideas?
The text was updated successfully, but these errors were encountered:
OpenGL ES 3.1 was released a few days ago, introducing compute shaders and aligning OpenGL ES with desktop OpenGL 4.4. This is a significant update.
I am adding ES 3.1 support to OpenTK in preparation of Android 4.5 and would like some input on the optimal way to handle this:
The first options adds ~420KB to OpenTK.dll, while the second adds only ~40KB. The linker should be able to eliminate the bloat in either case, so I am leaning towards the separate ES31 namespace.
Does anyone have any better ideas?
The text was updated successfully, but these errors were encountered: