Re: [Glgui-dev] abstract rendering & more
Status: Alpha
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From: SiO2 S. <si...@ne...> - 2000-06-12 22:35:23
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----- Original Message ----- From: "sfranke" <sf...@us...> To: <glg...@li...> Sent: Monday, June 12, 2000 8:05 PM Subject: [Glgui-dev] abstract rendering & more > The rendering is now abstracted. Excellent! > I wrote a generic opengl renderer that > interfaces to an already setup and initialized rendering context (must > keep it platform independent). To further that goal, all the code in CVS > is platform independent except for a single #ifdef WIN32 include (does > that count?). Don't worry about #ifdef's - they certainly don't compromise platform independancy (in fact you'll probably find it hard to get by without them). > I also added a multi-state buttons for checkboxes and whatever else. > > I am now working on tackling the whole resource registry problem, and then > will work on importing prebuilt UIs (still undecided about the means and > method). Very nice, but please don't compromise speed. Us people who are going to use the UI will want to use it for our in-game HUD's too! ;-) > After that it's fonts and editable text boxes, and then integrating my > glConsole. > > When all that is done, I'll probably make a release with a sample & > code. Having the sample run on non-win32/opengl platforms would be nice > (as would having a cooler sample). So if anyone is still interested in > helping out, just mail the list. Soon as I get some free time I'll do the Direct3D port (piece of cake!) Regards, Keith Harrison SiO2 Software. ke...@ne... (personal) si...@ne... (work) |