Hence, Mono.XNA/Tao.XNA that cj was/did stub out.
On 10/30/06, Adam Frisby <[EMAIL PROTECTED]> wrote:
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.
>
>
>
> ------------------------------------------------------------------------
>
> *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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> http://www.libsecondlife.org/
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--
--Jesse
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