Currently many parts of the OpenGL canavs (implementation in canvas/source/opengl) use parts of the fixed pipeline. We should move these parts to modern OpenGL, so either 2.0+ or even 3.0+.
We are using FBos now so we are not compatible with 1.5 anyway.
You can recognize the fixed pipeline parts as they are normally between glBegin and glEnd. These should be moved to shaders. Some existing shaders are at canvas/opengl and chart2/opengl
Make it an easy hack.
This hack can be either started now in the feature/use-ogl-context-in-canvas or after the branch has been merged in master.
He, i will start to work on this.
See bug 82797. Please target OpenGL 2.1 for now as OpenGL 3.2 is not available on too many platforms.
I'm not sure if I mentioned it in our talk in Bern but the OpenGL canvas is incomplete and it would be one of the two open tasks to finish the work on it. Thorsten might be able to help a bit until I'm back around October, 20th.
FYI samuel_m is currently working on cross compiling libo to js with emscripten here . In the browser we have this thing called WebGL which is a port of OpenGL ES 2.0. OpenGL ES 2.0 is AFAIU OpenGL 2.0 without the deprecated fixed pipeline. So if taking this in consideration during the rewrite would be not much hassle we can have a nice rendering path for free on the browser.
Migrating Whiteboard tags to Keywords: (EasyHack DifficultyInteresting SkillCpp TopicCleanup)
Changes status ASSIGNED, since it was not
How's progress on this bug? I'm actually not able to reproduce it at all by using the following website.
What's everyone else experiencing? So far so good for me!
Given that (underneath) VCL can use OpenGL anyway - I wonder what (if any) benefits the OpenGL canvas gives us - and whether we should just drop this code (and hence the easy hack) to ease maintenance - thoughts ?
So - no feedback -> closing to remove it from the list; my hope is that VCL will ultimately provide good GL / Vulkan acceleration that makes this un-necessary - and the GL code in the Canvas is somewhat problematic =) I'd suggest we drop it.
Michael, any concrete plans? Otherwise would like to keep this; any useful OpenGL acceleration of slideshow content needs texture transformation/blending/positioning, thus such code would in any case live through any re-architecting here.
Well - as an easy hack - it's not hyper-easy re-working the GL =) When VCL is using GL - everything is a texture anyway, so I wonder what blending / transformation API we're missing that could be used the VCL backend (?)
But if you want to re-open; why not =) go for it; but I'd really like us to switch to Vulkan before resurrecting this, and to use GL acceleration here only when we have a known-good GL backend that VCL can use too - to reduce variables for QA etc. Thoughts ?
Ok, reopening (needs work, even if using whatever future new vcl functions will be there), but removed easy hack keywords.
Michael, or is the task (use newer APIs for accelerated slideshow content) covered already elsewhere?
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Isn't OpenGL discarded?
The opengl backend of vcl is discarded, this is probably for canvas/source/opengl/, which is separate topic. (The Windows default is to use the vcl backend of the canvas.)