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 13:20:53 PST 2014


On Tuesday, 7 January 2014 at 20:23:57 UTC, Adam Wilson wrote:
> I think Immediate Mode offers the greatest flexibility and 
> performance.

But only if you do culling yourself and then render all your 
butterflies first, then all your trees, then all your stones etc 
in order front to back... So it isn't really high level unless 
you only have a few objects to render, but it is the easiest to 
implement, I agree.

> To a large degree I agree with this. Getting some basics into 
> Phobos is an excellent idea and most of the community seems to 
> agree.

Yes, I think looking at 3-4 medium size applications that use the 
basics is a good starting point. Allows you to ask yourself: what 
framework would have made it easier to create these applications? 
What would a particular framework design have made more difficult?

> The biggest problem I can see is that windows are usually tied 
> to the graphics framework the implements them.

One could start with a very simple window abstraction as pointed 
out earlier in the thread and only allow the program to 
instantiate a subclass of that abstract window called 
"RenderWindow" or something like that, then throw an exception if 
the program tries to instantiate more than one. It could be made 
reasonable forward compatible by keeping the functionality in the 
abstract window class to a bare minimum initially.



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