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
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