Re: [xmoto-dev] SDL-gfx renderer |
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This is the beginning of this part of the developpment ; however, as you can see on the wiki, keesj proved that it is possible (a version of xmoto managing only his lib has been done) The aim is to be able to compile xmoto with only opengl, only sdlgfx or both. In case both are compiled with, an option should be nice to set one renderer or an other. The idea if not to developp an if else program, but 2 renderer classes implementing an interface (ok, it's a bit more complicated.)
We have create a CVS branck yesterday the branch is called SDL_GFX_INCLUSION As a start i have changed VApp so that it no longer extends DrawLib. I have moved graphics initilisation code to DrawLib. I think the idead is that Drawlib should not be game dependend. and Vapp must be the engine performing the main loop and configuration etc drawlib now initialized the screen and sutch I don't know yet in what class themes should belong The big idear currently is of course to make it possible to replace the current drawlib with a different one. That is why I had to change the relation between VApp and Drawlib The biggest problem I have encountered until now is that I had to make the opengl extentions FNGLGENBUFFERSARBPROC glGenBuffersARB and such pulic. I don't know yet how this will evolve but I think it's a good time to look at the code to understand the changes that will be made later on greetings.
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