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It's true that iOS doesn't support anything beyond OpenGL ES 3.0, but that's probably good enough to maintain compatibility for the near term. Is there anything we can't live without in 3.1, at least for a few months? |
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There is also this page which outlines the minimum API level at which a version of OpenGL ES is potentially available. The main concern I have is with older and more affordable Android devices that may not support 3.1. I'm not familiar enough with the Android ecosystem to determine the exact state of API support for devices still in circulation. |
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Dropping 6.51% of Android devices is a lot, every ~17th user will be unable to use the apps after such an update. There should at least be some fallback, maybe not supporting all the features or using more battery, but displaying the map using GL 2.0. |
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The rendering modularization effort has kicked off. As part of this effort, a team of graphics experts led by @sjg-wdw is refactoring the internals of MapLibre Native to allow for alternate rendering backends, preparing the library for the future.
The team would benefit greatly from modern OpenGL ES features. That is why I would like to kick off a discussion: what is the least supported OpenGL ES version MapLibre Native should support? The suggestion is to bump the minimum required version to OpenGL ES 3.0.
Android
For Android, here are some numbers from Google.
On iOS OpenGL ES 3.0 has been supported since Apple's A7 GPU and later.
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