Am Sonntag, 28. Januar 2007 schrieb [EMAIL PROTECTED]: > On Sun, 28 Jan 2007 11:04:06 -0500 The Watermelon > > <[EMAIL PROTECTED]> wrote: > >I checked 3 open-source graphics engine,seems most of them are not > >suitable > >for warzone: > >1.OGRE: > >too big and complex,almost every source file is hundreds KBs > >weight and OGRE > >doesnt provide binaries like other engine,so everyone has to > >comple gfx > >engine huge lib project first before compiling wz source... > >Staff and Community are very helpful,though I still think it'll > >take forever > >to understand its tons of pages of documentation... > >2.Irrlicht: > >smaller than OGRE but from I heard it's unstable > >3.OSG: > >seems it's not designed for a game(too slow)... > > > >Besides the engine-specified problems,the biggest hinderance to > >using an > >external render engine is the 'plain old C 'of wz,all those 3 > >engines > >are more or less in a 'Change your codebase to C++ or dont use' > >state,so personally I think fixing exist render engine is more > >viable and > >easier to do. > > > >Any comments? =) > > Fixing it how though? Using DisplayLists? Using shaders? OpenGL > 1.1 or 2.x? Either way, it is big job. > If add multipass & normal maps/shaders for better gfx, someone > needs to work on gfx textures, or else it will not help from how > looks now. It is possible to add bumpmapping I think, but with all > this, people need faster hardware and more RAM for gfx card. I think before adding any shaders and raising the requirements into the infinite we should first address the bugs and inflexibilities... And I would recommend VBOs over displaylists... GL2 is not supported by older hardware, including mine.
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