Here's another Megapixels 2.0 update.
https://blog.brixit.nl/megapixels-2-0-progress/
This edition comes with some wonderful GTK breakage...
Here's another Megapixels 2.0 update.
https://blog.brixit.nl/megapixels-2-0-progress/
This edition comes with some wonderful GTK breakage...
@martijnbraam AFAIK it's not that easy. You can't just keep a backend sitting there when you add new features and restructure things - it's a constant source of work. Firefox dropped the GL 2.x renderer years ago for good reasons.
For the specific case of Megapixels I suppose switching to QT might be the best option indeed, assuming there are enough users in the embedded space to ensure GLES 2.0 stays supported for another couple of years :/
@martijnbraam GTK prefers GLES over GL these days and GLES 3.0 is the baseline now, like in Firefox (which never enabled HW acceleration for GL(ES) 2.x).
I can see that this is quite unfortunate for the PinePhone and Librem 5. But then GLES 3.0 is almost 13 years old and even a Thinkpad x220 from ~2012 supports it just fine - and that certainly doesn't count as "latest and greatest Macbooks".
AFAIK there's a certain chance that etnaviv will support GLES 3.0 eventually on the Librem though
@martijnbraam I personally would also love GLES 2.0 era hardware to stay supported, but having worked on that myself in Mutter I can definitely see why GTK folks decided that it's just getting too much into the way - especially when you refactor things in ways that suit modern renderers.
@rmader it seems like that in the case of GTK the entire "old GL" stuff was a seperate backend, why not just not remove that backend so older hardware at least have _something_. Especially since it's the older hardware that needs acceleration the most.
@whynothugo yeah that's an interesting option, I can just draw the rest of the UI bits in GL. Would be a bit more annoying when dealing with the settings panel, that has actual controls like dropdowns to deal with...
@martijnbraam Do you really need a full blown toolkit? Can't you use native wayland. Seeing as how that you're already doing the complex part of rendering into a buffer using OpenGL, talking to the compositor directly and creating the toplevel should be much simpler. You only have a few buttons on top of that, right?
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