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work on iOS or Android?

Open mnorst opened this issue 7 years ago • 4 comments

thanks

mnorst avatar Oct 26 '17 09:10 mnorst

I think no, because it was made for OpenGL 3.

paulocoutinhox avatar Feb 23 '18 04:02 paulocoutinhox

@prsolucoes is correct, OpenGL 3.x or 4.x are required. There was some work for GLES put forward a while ago, but that is now stale. Supporting OpenGL 2.x is technically possible, but would require significant effort to implement.

svenevs avatar Feb 23 '18 06:02 svenevs

Does nanogui call OpenGL 3.x directly? Doesn't it make the calls indirectly through nanovg? If that's the case, I read that nanovg has several backends, and not only OpenGL 3.x... it seems 2.x is also supported, and even some ES versions...

cesss avatar Jun 12 '18 12:06 cesss

Does nanogui call OpenGL 3.x directly?

Yes, see glutil.cpp (specifically e.g., renderbuffer stuff).

I know that the future version of NanoGUI (which is not fully released yet) has GLES support, but that will not be back-ported here. In the interim, I suggest you make a fork of NanoGUI and change / remove things as needed. If you are successful, I'm sure others would be grateful to you for sharing (e.g., share a link here).

As far as I understand it, this repository will never have GLES support at this point (since it is already solved in the future version).

svenevs avatar Jun 13 '18 07:06 svenevs