Hi Sukender,

On Wed, Feb 25, 2009 at 4:57 PM, Sukender <suky0...@free.fr> wrote:
> And I guess simply adding an OpenGL->D3D mapper is a mistake because D3D 
> convinced devs would see it as a trickery/fraudulent "fake D3D".

I would wonder if "D3D convinced devs" would consider something that
is not entirely D3D centric... If that's the case then the OSG
abstracting away from this would make it fail at the first hurdle
anyway and they won't consider it a contender.  I would suggest that
such D3D centric engineers will also grate against the general ethos
of the OSG community, and would likely cause far more disquiet that be
productive.

Personally I'm far more concerned about practical solutions that
deliver value rather than ticking market boxes, so if some see it as
"fake D3D" but it still works well for others, delivers a solution to
those that absolutely need D3D such as for XBox ports and is
maintainable then I'm happy.

My question is very much, is a OpenGL subset -> D3D a technically
viable solution.  Would it be possible to write, would it be possible
to maintain, would it perform well enough, would it be more reliable
than dodgy OpenGL drivers delivered by some vendors?   Would this be a
good enough solution for existing OSG application developers that need
to find a solution that involves D3D.

As for selling the OSG to the windows/xbox games centric community, we
have to be careful about trying too hard to capture a market share at
the extra expenses to the OSG existing core market and other potential
markets.  The game market is far bigger than Direct3D, although
Windows games programmers might not think in these terms.

I'm looking for the best bang for the buck in terms of work we do,
risk to the project and the potential benefits we can gain for
existing and future users.  We have to be careful about how we manage
evolution as not to take on too much and end up weighed down by
infrastructure that adds complexity and work to maintain.

If we can provide solutions that have low risks and small developer
efforts then it would be wise to go for them even if the solutions
aren't perfect.  This is why I raise the suggestion of a OpenGL subset
-> D3D wrapper, it could well be a low cost, low risk approach and
gives us a solution for some market segments.

Robert.



Robert.
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