while it might render your code more future proof
and flexible to move to the programmable pipeline,
I am not aware that the OpenGL fixed function pipeline
has been marked dead yet ;-)
In the past, some projects couldn't afford to maintain
the fixed function pipeline - but caught up and brought it back.
(Mesa comes to mind)
Moving to the programmable pipeline surely involves some work,
hence OpenGL spec does support it.
On the other hand, you will open new platforms
to your application using the programmable pipeline.
It is a long and open story.
However, I would recommend to replace the fixed function code
with programmable core functionality step by step over time.
On 10/4/19 9:49 AM, mahesh [via jogamp] wrote:
> I am working on a project with is largely dependent on JOGL2. Right now I am
> using openGL 2.0 with mixed pipeline (Using fixed function pipeline for major
> work and some shaders for specific parts) and everything is working fine on
> all 3 OSes (Win10, Linux and Mac).
> Now my question is, should I switch everything to shader (it is quite a lot
> work) or can I assume that support of fixed pipeLines is not going to be
> dropped soon?
> BTW I am also using G_QUADs in my render code, should I replace them with
> equivalent GL_TRIANGLES for compatibility for near future?