For some reason this post has been deleted.
PLEASE DON'T DO THAT, if it is not spam
since I (and others) use email to read & reply to forum posts.
So here is my already written reply :)
On 02/01/2013 09:03 PM, adi [via jogamp] wrote:
> Hi
>
> I have a question to jogl in the future.
> Is there a strategie planed to reorganise jogl, so jogl can
> act to the new features from the Khronos group?
>
> E.g. with shader 4.2 i can't simple use anymore the opengl
> matrix stack and other deprecated funktions.
> (i'am not in the compatibility modus in the shader)
> In this case i have must wrote my own math-library
> with all matrices, vectors and quaternions.
Pls have a look at RedSquareES2, GearsES2 demo etc,
you will notice they use PMVMatrix and GLArrayData* utilities helping w/
matrix and VBO instances
in case you don't like to write your own tools.
http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/RedSquareES2.java;hb=HEADIn short: This problem is already solved.
To be most compatible, base your 'engine' on GL2ES2,
see
http://jogamp.org/jogl/doc/Overview-OpenGL-Evolution-And-JOGL.html.
You may also add specialized implementations using e.g. GL3 or GL4,
if the passed GL object is compatible, i.e. gl.isGL3().
+++
Further: We also have a (not 100% working) fixed function pipeline emulation,
which is also demonstrated in Jake2,
which runs the ES1 Jake2 code on ES2.
http://jogamp.org/git/?p=users/sgothel/jake2.git;a=summary~Sven