Re: [Glgui-dev] abstract rendering & more
Status: Alpha
Brought to you by:
druid-
From: sfranke <sf...@us...> - 2000-06-13 14:48:14
|
On Mon, 12 Jun 2000, SiO2 Software wrote: [resource registry] > 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! ;-) Right now I'm just looking at using it to handle shaders, fonts, cursors, coordinate systems and borders. So that it's easy to say, use the "blue" shader. This will make it easier to define all the shaders in a file somewhere and reference them. I think I'll leave the actual frame/widget/etc creation as it is. Of course it will be much smoother in a file loader, but I couldn't come up with a good alternative. We can always work on it later if it's too much of a problem. > Soon as I get some free time I'll do the Direct3D port (piece of cake!) Did you take a look at the opengl implementation? There's not much to it. I'm thinking about doing a more optimized version later (with display lists and compiled vertex arrays), and then maybe one that created beveled 3d buttons just for fun. [relevance of the project's name] Yeah, I've noticed that as well. Unfortunately, there's no way to change the sourceforge project name (to my knowledge), so that will have to remain. I've started calling it GameGUI in the class docs, but it's still open. I guess we could come up with a snappier name if anyone has any ideas. Scott Franke [druid-] sf...@gl... |