On 11 January 2014 23:35, David Seikel <[email protected]> wrote:
> BTW, in case it's not so obvious, when I say "big 3D game", I mean one
> where the 3D world the game is set in is big, not a 3D game made by a
> big company.  Just in case that's confusing any one.  3D Tetris is not
> a big 3D game.  Skyrim is.  I'm sure you are perfectly correct when it
> comes to things like 3D Tetris, but I'm talking a much bigger scale.
>
>
> On Sat, 11 Jan 2014 21:53:31 +0900 Carsten Haitzler (The Rasterman)
> <[email protected]> wrote:
>
>> On Sat, 11 Jan 2014 19:07:06 +1000 David Seikel <[email protected]>
>> said:
>>
>> this is way too long. i just skimmed.
>
> You really should read it all.  B-)
>
>> i'm going to cut it down to the gl supporting bits of efl you
>> need/want for ALL cases of gl rendering with efl - virtual worlds or
>> not. it's not relevant.
>
> It's entirely relevant, coz you are coming from the wrong perspective.
> 3D performance is very important in big 3D games, coz this sort of app
> has HUGE sets of 3d performance needs.  Do you have any idea how many
> triangles are in an entire world?  Running the gears demo is an entire
> different kettle of fish compared to running an entire 3D world.  It
> has a little more than three gears in it.  Scaling is the issue, I want
> a solution that scales to "shit, there's an entire world in there", but
> this sort of thing seems to be beyond your grasp.
>
>> 1. use the preferred engine set. end of story. it isn't broken. it
>> works. i have a 3d modelling from christophe app proving that it
>> works. it works now. today. check it out. go google for "slime" on
>> github. you have messed up somehow in an unknown way to me - but it
>> WORKS. look at slime. (and nice work christophe!)
>
> See Christophe's reply, seems he is having trouble to.  He says himself
> slime is not suitable for virtual worlds.  "far from being usable", his
> words, in the example you say proves it just works.

I meant my application is "far from usable" because it is still in
development hasn't reach a usable state.
It's not due to the efl or elementary.
My only trouble is this: https://phab.enlightenment.org/T518
I am also concerned I might not be able to use desktop opengl in the
future but for now I don't need it.

With efl 1.8.4 and elementary 1.8.3, on my machine and with my
application, if the engine is set to software in elementary_config and
I use elm_config_preferred_engine_set("opengl_x11") then it is
working, I have hardware acceleration.
If it's not working on your machine, maybe you should open a bug?

Like cedric said (I think), it would be nice if it was something like
elm_config_hardware_accelerated_engine_request() so it is also more
portable than asking for opengl_x11.

-- 
http://indefini.org

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