Depends on the amount of people interested in this option. At the moment I do not have time to bring myself up-to-date with OGL (I only learned the basics ages ago and prefer dx). If people want it to be integrated into OGL as well as dx11, I could do so – most likely this winter when I have more time.
If I did do this, I’d include higher level functionality that would abstract the OGL/dx functions for programmer convenience and compatibility – the API is already set up in an low-level abstracted form to allow future compatibility with dx12 and higher so adding OGL would require nothing more than adding a flag, a new module, and some sort of adapter.
Well, the biggest reason to go for OpenGL now days from my perspective, is primarily to support Linux and OS X.
That said, the biggest pain for support OS X is of course accounting for Apple’s typically shoddy drivers. Although, OS 10.7’s drivers aren’t quite as bad as they used to be.
Curious: what would be the likelihood of doing an OpenGL version of light blade?
Depends on the amount of people interested in this option. At the moment I do not have time to bring myself up-to-date with OGL (I only learned the basics ages ago and prefer dx). If people want it to be integrated into OGL as well as dx11, I could do so – most likely this winter when I have more time.
If I did do this, I’d include higher level functionality that would abstract the OGL/dx functions for programmer convenience and compatibility – the API is already set up in an low-level abstracted form to allow future compatibility with dx12 and higher so adding OGL would require nothing more than adding a flag, a new module, and some sort of adapter.
Well, the biggest reason to go for OpenGL now days from my perspective, is primarily to support Linux and OS X.
That said, the biggest pain for support OS X is of course accounting for Apple’s typically shoddy drivers. Although, OS 10.7’s drivers aren’t quite as bad as they used to be.