And as for the re-writing code every release point... if we work with XNA or generally with Managed DirectX... those API wrappers should shield us from future low-level spec changes.

OpenGL, AFAIK, is _not_ comparable to DirectX in terms of either speed or API completeness ( i.e. features). But I guess I'm not certain on that, just going from various readings on the subject...

On 10/30/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
I haven't had the spaghetti code experience with OpenGL, and I have been
working with it for many years.  Typically, C++ "object-oriented"
libraries had been the worst to work with; especially since C++ name
mangling is compiler-dependent.  However, since .Net eliminates this
problem, I am interested in seeing some good class-based object-oriented
APIs in the future.

By the way, I believe Mono implements .Net's DirectX interfaces using
OpenGL.  Using OpenGL directly might offer a performance boost there.

-Sam

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adam Frisby
Sent: Monday, October 30, 2006 12:05 PM
To: Development list for libsecondlife
Subject: Re: [libsecondlife-dev] LSO & CIL compiler

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
>
>
>
------------------------------------------------------------------------
>
> _______________________________________________
> libsecondlife-dev mailing list
> libsecondlife-dev@gna.org
> https://mail.gna.org/listinfo/libsecondlife-dev
> http://www.libsecondlife.org/


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--
Ryan Gahl
Application Development Consultant
Athena Group, Inc.
Inquire: 1-920-955-1457
Blog: http://www.someElement.com
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