[Glgui-dev] Issues
Status: Alpha
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From: SiO2 S. <si...@ne...> - 2000-04-25 18:09:39
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----- Original Message ----- From: "SiO2 Software" <si...@ne...> To: <glg...@li...> Sent: Friday, April 07, 2000 10:23 AM Subject: [Glgui-dev] Bonjour > Subscribed at last! The archives are still fubar, so I haven't a clue what's > been discussed in my absence. > > Anyway, I'll have my set of mod's done over the weekend (Famous Last Words). > I'll post the URL to the list (binary attachments are *evil*) so you can all > see what I'm doing. > > Scott and I have been discussing a few things over the last three weeks or > so. Here's a segment of an email I sent to Scott last week: > > >I have some points I'd like to discuss on the mailing list: > >1. Use of C++ and how/if this effects portability. > >2. Use of stl. > >3. Usability with Direct3D. I can port glGameGUI to d3dGameGUI, but we need > >a common base! > > There's no problem with doing the Direct3D port. That will be a "piece of > cake". But what do we call it? We can't call it "glGui"! Does anyone have any comments on these issues? I'm just about to start work again on glGui, so it would be nice if we had the relevant discussions *before* I begin. [My contract work with Intel has taken prominence over the last couple of weeks] For those who don't know, I will be using glGui in my next game title. I will definitely be doing a Direct3D version of glGui, but we absolutely need to keep full OpenGL functionality. ;-) Regards, Keith Harrison SiO2 Software. ke...@ne... (personal) si...@ne... (work) |