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 ------------------------------------------------------------------------------ CenturyLink Cloud: The Leader in Enterprise Cloud Services. Learn Why More Businesses Are Choosing CenturyLink Cloud For Critical Workloads, Development Environments & Everything In Between. Get a Quote or Start a Free Trial Today. http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk _______________________________________________ enlightenment-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
