<kintel>
joseph_: CGALRenderer has grown a bit out of hand; it not longer just renders CGAL geometry but can handle different geometries. At some point we'd probably want to be able to build _without_ CGAL, so planning for that world would be cool, but it might be a bit early to try to refactor that.
<kintel>
The CGALRenderer is pretty slim, so forking it could be a good start. You'll probably find that it calls out into different components which also use legacy OpenGL, so if you find yourself forking a lot of code, take a break and see if you could isolate drawing logic from other app logic before duplicating any non-rendering code.
<kintel>
OpenCSGRenderer has quite a bit of logic, so I'd be a bit more careful to fork that one
<kintel>
..but choosing one of them as a start could make sense; CGALRenderer could be a good choice since OpenCSG can be disabled.
<kintel>
..and a quick win could be to see if it's possible to get rendering code compiled into WASM
<kintel>
Instead of "FinalRenderer" perhaps "GeometryRenderer" is a good name
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<joseph_>
Thanks for the explanations/advice peeps[zen] and kintel
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