Graphics Library for D
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Tue Jan 7 11:21:47 PST 2014
On Tuesday, 7 January 2014 at 19:00:46 UTC, Adam Wilson wrote:
> You seem very concerned that the low-level API will effect the
> design of the high-level API. If that happens we've failed and
> need to try again.
No, I am afraid that you pick a high-level ENGINE (not HAL API)
and dress it up. If you actually use a low level api, it will be
shader based and use roughly the same pipeline. DX3D and GL have
feature parity if you stay away from the esoteric stuff.
> I asked Mike Parker about this at Dconf 2013, with the intent
> of having a reference implementation. You know what he said?
> Don't bother. Because in the end it does not matter which
> implementation you start with, other API's will look different
> no matter what you do, even for OGL (differing
> implementations), differing fonts, differing rendering
> pipelines, etc...
No. Simple shaders work roughly the same on modern hardware,
though you need performance tweaks, avoid accumulated FP errors
etc. If you don't depend on system fonts, fonts should not differ.
> His advice was to pick whatever worked best for the implementor
> and make the other API implementations look as close a possible
> and have people submit bug reports.
I am arguing in favour of having one reference implementation
that is highly portable. There is no need to match up pixels to
anything if there is only one solution…
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