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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