But makes for a mighty mess when it comes to maintainence.

OpenGL ends up spaghetti. I've been there, done that. At the very least, XNA is fully object orientated which makes things a lot nicer when managing multiple materials and objects in a single scene.

-Adam

[EMAIL PROTECTED] wrote:
Unless you enjoy rewriting your code every release, I’d suggest using OpenGL. Performance is on par with DirectX in Windows, you get cross-platform support, and the API is stable across releases.

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*From:* [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] *On Behalf Of *Ryan Gahl
*Sent:* Monday, October 30, 2006 9:39 AM
*To:* Development list for libsecondlife
*Subject:* Re: [libsecondlife-dev] LSO & CIL compiler

    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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