Re: [Plib-devel] Release 1.8.5....and a glimpse of the future.
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From: Steve B. <st...@sj...> - 2008-03-09 02:52:12
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Jan Reucker wrote: > Am Sat, 08 Mar 2008 08:29:36 -0600 schrieb Steve Baker <st...@sj...>: > >>> but rewriting all the GUI code would be impossible. And I'm quite happy >>> with it, so why change it? I hope that we still can get a PLIB-1.8.x >>> release every now and then even after PLIB-2.0 is born, just in case bad >>> bugs have been fixed. >> The reason to change is that OpenGL is changing. > > I never questioned a general rewrite of SSG. I was only talking for my own > PLIB application which will happily live with 1.8.x as long as there's a > GFX card driver that supports the current OpenGL features. Well, 1.8.x will be around for as long as anyone wants to maintain it. Who knows how long that will be? I stopped working on it two years ago..but other people are still adding stuff. It's hard to predict how long it would continue. SourceForge will presumably keep the servers running indefinitely. > I also support the idea of switching to OpenAL. Just one question: Does OpenAL > support audio input? Yes - it does...but the Linux version is a few rev levels behind the latest - so it's possible that Linux doesn't have it yet...but it will. > This is a feature found in only a few portable audio > libraries (e.g. in PortAudio), and I think it's a valuable feature (CRRCsim > uses PortAudio to sample PPM signals from r/c transmitters; and just think > of the Nintendo DS, where many great games make use of the built-in mic). Yep. > Another feature I really missed in 1.8.x was proper full-screen support in > PW. But I guess there's no need to rewrite PW to work with the new PLIB. Agreed - PW is one of the few things I don't want to rewrite - although we might want to think about how to integrate screen-based rendering contexts with other render targets into something more coherent...I suspect that's something we'll get a clearer idea of when OpenGL 3.0 (or whatever) finally surfaces. But adding stuff like true full-screen support is something we can do at any time. |