Re: [Glgui-dev] abstract rendering & more
Status: Alpha
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From: SiO2 S. <si...@ne...> - 2000-06-14 17:48:33
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----- Original Message ----- From: "sfranke" <sf...@us...> To: <glg...@li...> Sent: Tuesday, June 13, 2000 3:44 PM Subject: Re: [Glgui-dev] abstract rendering & more > 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. Adding functionality if OK. What I was getting at was that developers don't want the GUI to suck more CPU than neccessary. > 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. Make sure you don't forget about "LoadFromMemory()" style functionality. For example, I may have some data in my own file format (e.g. a Quake3 pk3 - AKA zip - file), so I would want to load the data into memory myself and pass the data to the GUI handler as a pointer. > > 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. I haven't looked at it yet. Have you put together another zip distribution yet? Regards, Keith Harrison SiO2 Software. ke...@ne... (personal) si...@ne... (work) |