Aurora Graphics Library Initial Design Discussion

Jeremy DeHaan dehaan.jeremiah at gmail.com
Sun Jan 19 21:59:57 PST 2014


On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
> 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




This is tricky for WinRT, which doesn't support OpenGL, but I
think that we should use OpenGL for both 2D and 3D on as many
systems as possible. Not long ago, Valve had a blog post[1] about
how, even on Windows, OpenGL has faster calls. It also keeps the
code under the hood roughly the same despite the system.

Also, if you are looking for an example of using OpenGL for 2D on
multiple systems, take a look at SFML[2]. It's graphics package
is 2D only, but it runs on Windows, Linux, OSX, and the Android
and iOS parts are nearly finished. Definitely more geared towards
games, but it could make a good starting point.

[1] http://blogs.valvesoftware.com/linux/faster-zombies/
[2] https://github.com/LaurentGomila/SFML


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