From: <to...@te...> - 2007-08-28 01:51:11
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The only set of D headers for openGL that is currently maintained, DerelictGL[1], contains its own extension loading mechanism. So I'm wondering if I should just use that, instead of AllegroGL's system. My understanding of AllegroGL is that it contains two more or less independent parts: the Allegro/OpenGL interoperability, and the extension loading. Since I'll be needing only the former, I wonder if it would be possible to disable AllegroGL's extension loading. Would that be a simple feature to add to AllegroGL? So far, using derelict's extension loading system doesn't seem to conflict with AllegroGL's. So it's probably possible to just have both enabled. Just seems like a waste to load the extensions twice, though. I'm not completely sure that I'll end up using Derelict's extension loading instead of AllegroGL's yet. But since it can reduce DAllegroGL to only one or two files, it's a tempting option. The downside is that the users have to add an extra function call (DerelictGL.load()) to their initialization code, plus DerelictGL.loadExtensions() if they want extensions, and DerelictGLU.load() if they need GLU stuff. In return for that, they get the DLL file automatically loaded at runtime, exceptions thrown if the DLL itself or any extensions they are importing are missing, etc. Whether I should keep the allegro_gl_extensions_* structs or not, is another question. DerelictGL has something like it, but it could be a bit confusing that something mentioned in AllegroGL's docs doesn't work in DAllegroGL. So maybe I should keep that part. Any opinions are welcome. :) [1] http://www.dsource.org/projects/derelict |