Aurora Graphics Library Initial Design Discussion

Adam Wilson flyboynw at gmail.com
Sun Jan 19 16:23:37 PST 2014


On Sun, 19 Jan 2014 11:46:22 -0800, Matt Taylor <taylorius at gmail.com>  
wrote:

> On Sunday, 19 January 2014 at 17:44:57 UTC, ponce wrote:
>> On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
>>>
>>> Since Aurora has a pluggable backend for rendering I feel that it will  
>>> be prudent to use the low-level API's that are best suited to each  
>>> platform. This will Aurora to support each platform as best as  
>>> possible. As I currently can tell the following list represents
>>>
>>> System		 2D API   / 3D API
>>> Linux		  X11      / OpenGL 4.3
>>> Android		Canvas	 / OpenGL ES 3.0
>>> OSX		    Quartz2D / OpenGL 4.3
>>> iOS		    Quartz2D / OpenGL ES 3.0
>>> Windows		Direct2D / Direct3D 11
>>> Windows	RT     Direct2D / Direct3D 11
>>
>> I'm not really sold on the 2D API not written on top of the 3D API.
>> Either way, I don't think X11 should be used instead of OpenGL.
>> I think you should target D3D9 instead of D3D11 on Windows.
>
> My vote would be for selectable back ends, with OpenGL availability  
> across the board. This opens up the possibility to do some cross  
> platform 3d graphics with some d binding of OpenGL, using aurora's  
> rendering context. I know it's not what aurora is for, but it would be  
> useful, and wouldn't cost much to allow.
>
> Cheers
>
> Matt

Aurora will not be exposing any low-level API to the front-end, that would  
be a pretty serious encapsulation violation and could have some pretty bad  
consequences for the rest of the API.

-- 
Adam Wilson
GitHub/IRC: LightBender
Aurora Project Coordinator


More information about the Digitalmars-d mailing list