(1.1 had fixed-function pipeline. Note that guys at www.opengles-book.com have done a very smart thing : they created, for their iPhone samples, a 2.0 shader that implements the entire 1.1 fixed-function pipeline! So, someone like me, more interested in starting studying opengl es through v2.0 will just have to consider v1.1 as a subset of v2.0 and keep that shader in mind. Very smart!)
To make it clear Minidash is an http/ftp client that allows to access and interpret files that are both at the same time source and binary code written in CAS language (Canonic assembler). But that's only half of it. Other half is some unified API. About graphics, adopting open gl es 2.0 API functions will have many advantages. They seem to be simple enough for fast coding, but graphic result is great even on small devices! Shaders is the little something that makes graphics really shine and make you think it's running really on a 'next gen' hardware (even if lacking some horsepower compared to 360 or ps3). It allows transparencies, reflections, polish-effect, metallic-effect, etc... Quite something! (compared to older cards or even the current wii! -current wii has only a fixed-function pipeline-)
So I will try this roadmap (for addition of open gl es 2.0 compatible api functions) :
1) minidash for iphone 3Gs/ipod 3G/ipad (because of my job, i'm over-equipped with apple stuff)
2) minidash for zune hd (may be urgent because next firmware may crush the potential of current openzdk)
3) minidash for windows -and maybe snow leopard too- (using directly open gl es 2.0 emulators libraries)
4) minidash for pc0+7300GT (eh... because that was the original goal of this whole forum!)
5) the rest of the platforms written in the minidash changelog
I've tried 8500GT and 9600GT models and I got disappointed. The 9600GT requires too much extra power plugs (I gave up since I didn't want to redo again my whole pc), and the 8500's fan did horrible noises at boot time whereas card was brand new! -I guess my MB doesn't supply enough current at boot time for its motor- (I kept it a while in order to finish Mass Effect 2 on pc, but I put back my beloved fanless 7300GT asap). I'm really too much fond of silence and my 2Ghz cpu is enough for me. Just investing in thermal paste and a big silent cpu fan was all I needed. My Gigabyte 7300GT is good enough for open gl es 2.0 -I guess- and having a big metallic mass instead of a fan makes it perfectly silent. I won't start a race tu run after every graphic card model that will go out, that would be insane.
So there is a decision to make and I think the first main graphic level of unified api will be a subset of open gl es 2.0. There will be probably some lower level (for pc0 without good graphic card) and higher level (for ps3's and 360's), but I will start with this intermediate level that will reduce enormously coding time on platforms already compatible at hardware level with it. For overpowerful graphics in high res it's wiser now to rely on 360's and ps3's... They have become so cheap... Also I would like to invite (through specific tutorials and automatic graphics generators api) homebrewers to focus on story, text, etc... instead of technical performance, in order to have more adventure games that take long time to finish than mere technical demos...
For inputs I will imagine a way to draw an half circle with 1 finger at bottom of vertical touch screen or rotate 1 joypad's thumb in the upper half or move mouse along that half circle on screen, for camera rotations management, and just a straight vertical touch from bottom to top for triggering an action, in order to use a common way to control homebrew on all platforms. I find more enjoyable to use a device the vertical way with just one hand to hold it and one thumb to interact with it.
Edited by openxdkman, 02 August 2010 - 10:36 AM.