![]() ![]() Right now the GLES2 backend serves 2 purposes: Our rendering defaults have to be compatible with GLES2 and GLES3, leading to poor quality default scenes overall.Common 3D engine features can't work in GLES2, so we don't support them (e.g.Many common post processing and material effects are just not possible in GLES2.We have to rewrite many parts of core rendering code to support GLES2 devices of varying capabilities.Many optimizations are not possible in GLES2.Scenes look very different in GLES3 vs GLES2 because of the use of sRGB vs linear lighting.We frequently have to sacrifice quality in our high-end rendering backend in order to support consistent workflows between the high-end (Vulkan) and low-end (OpenGL) backends. HDR, PBR) while maintaining support for OpenGL 2.1/ES 2.0 devices. Implementing new 3D features is becoming increasingly difficult as we try to support modern workflows (e.g. ![]() Make sure to read both this post and the updates before responding.ĭescribe the problem or limitation you are having in your project: Edit: see #877 (comment) below for updates. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |