Ryan: that's the general approach, I think. The Unreal engine does this: the game deals with graphics objects, and the graphics provider deals with the calls necessary to put the graphics on the screen.
For a prototype, it'll be far better to get *something* working than to mess with the differences between OGL and D3D. That's something that people can mess with later when they're optimizing the client.
I'm working on a graphics engine that will use the Windows Presentation Foundation to provide GUI and 3D. If it works, it would be a cinch to tie it to the work already in progress here. My system will be designed only for Windows, though, and would treat SL as just another server, rather than be a specific client for SL. (Ideally, I'd like to handle replication through various plug in schemes, including just letting my program work locally).
On 10/30/06, Ryan Gahl <[EMAIL PROTECTED]> wrote:
Or if your trying to maintain the cross platform support that
libsecondlife already has :-S
:-) yea... but for those using Windows, directX would be better... how about a generic wrapper over a provider model? If 'nix based, use OpenGL, if Windows, use DirectX. ...Or not... :-D
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Tom Wilson
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