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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