Aurora Graphics Library Initial Design Discussion
Matt Taylor
taylorius at gmail.com
Sun Jan 19 11:46:22 PST 2014
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
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