On Saturday 05 February 2005 19:59, Daniel Phillips wrote:
>
> Right.  The main problem for me in the past in trying to work with lower
> precision was in handling all possible ranges.  Floating point in a few
> key places will really help that.
>
> The fleshed out render model is going to answer these questions
> perfectly, especially if hooked into Mesa.  In that case, we could use
> my little game engine demo (among many other possible OpenGL programs)
> to run simulations.  I'll hook in a replay mode so any defects somebody
> happens to stumble on interactively can be reproduced
> exactly.
>
> As far as C++ idioms go, operator overloading is not a big deal to me,
> it's just a pet peeve.  However, hooking a render.cpp into Mesa might
> be tricky, have you considered the linking issues?

Use Nicolai's model. Just hack a backend onto Mesa that writes to his socket, 
then leave the engine and the C++ on the other side of that connection. No 
linking required.

Lourens
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