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Hi,

Sukender wrote:
> Hi Robert,
> 
> Well yes, I forgot about XBox... So yes, the wrapper may be a
> solution. However, I'd like to insist on the fact that we should
> "attract" D3D devs by telling them that we're going towards an API
> agnostic scene graph, and them see with them what we may/should do
> about D3D support.
> 

Honestly, I wouldn't care too much about platforms like XBox - it is
here for a year or two more and the next XBox is likely to be very
different.

However the OSG devs will have invested lot of time into the D3D
infrastructure that will be obsolete when the new XBox is out. Then
what? Chase the moving target again? What for? To be competing with
things like the Source engine or others that do not care about OpenGL
and can be tightly optimized for D3D?

If you want to develop Windows/XBox games using OSG, be my guest, but we
should not try to target every possible rendering API which is there. I
prefer a tool that does one thing and does it well to a jack of all
trades that does everything but nothing well.

I think OSG only stands to lose by fragmentation of the development
resources if Direct 3D was to be supported, and for very little gain.

Regards,

Jan
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