On Sun, 12 Jan 2014 00:14:43 +0900 Christophe Sadoine
<[email protected]> wrote:

> 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.

Fair enough.

> My only trouble is this: https://phab.enlightenment.org/T518

I noticed that resizing gives garbage issue as well.

> I am also concerned I might not be able to use desktop opengl in the
> future but for now I don't need it.

As Raster said, let's hope some one adds it.  I wont, my plate is full,
and getting fuller if I have to port a 3D graphics engine to EFL as
Raster seems to be saying.

> 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?

This is the part that was not working, though worked in EFL 1.7.
Perhaps it works after I installed osmesa, but that just sounds silly
to me.

> 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.

For now I'm just gonna ignore that part and force opengl_x11 for
testing purposes.  I'm sure Cedric will fix this up eventually one way
or another, he said he would.  Failing that, by the time I need this
to start be real and not just a playground, I'll add my own probing for
OS and engine.  I don't think it will take too many lines of code, but
the point is I shouldn't have to.  If you are using Evas_GL, you should
get the best GL support the system can provide automatically.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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