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	<title>Comments on: Avoiding virtual method calls</title>
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	<link>http://blog.omni-mad.com/archives/70/avoiding-virtual-method-calls/</link>
	<description>Omni-Mad - Background Information, Updates and More</description>
	<lastBuildDate>Wed, 17 Feb 2010 20:22:19 +0100</lastBuildDate>
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		<title>By: admin</title>
		<link>http://blog.omni-mad.com/archives/70/avoiding-virtual-method-calls/comment-page-1/#comment-27</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 17 Feb 2010 20:22:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.omni-mad.com/?p=70#comment-27</guid>
		<description>I would love to give you a long and detailed answer,
but the answer (at this time) is:

We don&#039;t.
Our engine supports iPhone/iPod touch,
but so far only has a GLES 1.1 render path.

I guess our solution will be very pragmatic.

Step 1)
Support/Use only GLES 1.1

Step 2)
Have to different Apps.
(One GLES 1.1 and one GLES 2.0)

Step 3)
Support only GLES 2.0.
(I believe the usage time of old apple equipment is pretty short, so GLES 1.1 won&#039;t be around for too long.)</description>
		<content:encoded><![CDATA[<p>I would love to give you a long and detailed answer,<br />
but the answer (at this time) is:</p>
<p>We don&#8217;t.<br />
Our engine supports iPhone/iPod touch,<br />
but so far only has a GLES 1.1 render path.</p>
<p>I guess our solution will be very pragmatic.</p>
<p>Step 1)<br />
Support/Use only GLES 1.1</p>
<p>Step 2)<br />
Have to different Apps.<br />
(One GLES 1.1 and one GLES 2.0)</p>
<p>Step 3)<br />
Support only GLES 2.0.<br />
(I believe the usage time of old apple equipment is pretty short, so GLES 1.1 won&#8217;t be around for too long.)</p>
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		<title>By: tonic</title>
		<link>http://blog.omni-mad.com/archives/70/avoiding-virtual-method-calls/comment-page-1/#comment-25</link>
		<dc:creator>tonic</dc:creator>
		<pubDate>Sat, 13 Feb 2010 14:38:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.omni-mad.com/?p=70#comment-25</guid>
		<description>So how do you handle the case when the same build should support two different renderers?

For example, GLES 1.1 for older iPhones and 2.0 for newer ones.

Well, specifically in iPhone case the build can already be separated by the arm architecture, which allows #ifdef-selection of the renderer as well.. but still, generically, is there any other tricks I&#039;m not aware of which than to have separate binaries of &quot;whole app&quot; if there&#039;s need for two renderers but still optimizing virtual calls away?</description>
		<content:encoded><![CDATA[<p>So how do you handle the case when the same build should support two different renderers?</p>
<p>For example, GLES 1.1 for older iPhones and 2.0 for newer ones.</p>
<p>Well, specifically in iPhone case the build can already be separated by the arm architecture, which allows #ifdef-selection of the renderer as well.. but still, generically, is there any other tricks I&#8217;m not aware of which than to have separate binaries of &#8220;whole app&#8221; if there&#8217;s need for two renderers but still optimizing virtual calls away?</p>
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