Re: [Glgui-dev] Issues
Status: Alpha
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druid-
From: SiO2 S. <si...@ne...> - 2000-04-30 10:00:21
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I'll let you all know what I've come up with Real Soon(tm). ;-) ----- Original Message ----- From: "Scott Franke" <sf...@gl...> To: <glg...@li...> Sent: Wednesday, April 26, 2000 5:28 AM Subject: Re: [Glgui-dev] Issues > > I suggest a fully implemented Bridge. We can then allow any developers > who > > dislike our implementations of the D3D and OpenGL classes extend the > > abstract base class which defines the interface easily. Or create a > simple > > adapter and integrate their own versions of D3D OpenGL bridge with our > own. > > That would also allow a very easy extension to anything else, even (dare I > > say it) a software renderer. Then no ports will be necessary, we can just > > derive from GraphicsAPI (or whatever we want to call it.) This is what I > do > > in my engine, and it is one heck of a timesaver. Admittedly it will add > an > > extra layer, but I think the increased flexibility would be worth it. > > This was what I was going to suggest. As of now, there's a pretty limited > portion of the GL that needs to be abstracted. I haven't used d3d in a long > time, and don't know how other api's implement similar functionality, so > I'll leave it to someone else to lay out the abstraction class. But I'll > write the opengl version once the base interface is done. > > > Also let me say here and now, I love the stl. I know on a few systems it > is > > still unsupported, but it is the biggest time saver save templates > > themselves. I say we should use it to its fullest. > > I like it too, but if there are too many support problems, it may not be > worth using. > > > PS. Sorry I haven't been active, school has hit me harder than I thought > it > > would. This is finals week, so hopeful If I survive I should be able to > get > > back into the swing of things next week. > > Same goes for me. Except that I'm in my last week of classes and will be > starting finals next week. I'm also lining up a job for the summer which > will include a good bit of time moving, etc. I may be unable to do much > work for a few weeks still. But I'll try to stay a part of the discussion > and can even spend a few hours here and there to do some simple design / > programming. > > One of the things I'd like to work on next is a more complete shader class, > with functionality similar to that in quake3. But the issues Keith has > made, as well as some of the others that have been mentioned (other widgets, > better text, etc) should take precedence. > > Scott Franke [druid-] > sf...@gl... > druid-'s GL Journal > http://www.gljournal.org > > > _______________________________________________ > Glgui-dev mailing list > Glg...@li... > http://lists.sourceforge.net/mailman/listinfo/glgui-dev > |