Single codebase for everything is like a dream come true for writing an engine. This sounds really good in theory and we could say it almost works. The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms: See About Godot 4, Vulkan, GLES3 and GLES2 for up-to-date information about the planned rendering backends transition. We are not abandoning the current OpenGL ES 3.0 backend right now: as outlined in the post, we will start working on a Vulkan backend, which will eventually coexist with the OpenGL ES 2.0 and 3.0 backends - and eventually we might deprecate the OpenGL ES 3.0 backend if Vulkan cuts it.Įdit 2: This article is now outdated. Edit: Changed post title for clarity (previously Abandoning OpenGL ES 3.0 for Vulkan (and ES 2.0)).
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