I'm about 99% that certain I'm going to switch the engine to Direct 3D. At this time, it seems a pragmatic approach; OpenGL has been in an awful state for some time, and the recent release of 3.0 doesn't exactly fill me with confidence. OpenGL 2.0 took too long to appear, it seems to me that 3.0 has been rushed out, and the whole thing reminds me of the dying throes of 3DFX more than anything else.
There's also driver considerations; I totally despair of ATI's and Intel's abilities to write a conformant OpenGL driver, and overall Direct 3D seems right now to be a better option going forward. At least it's behaviour is more predictable.
Over the past few days I've been getting up to speed with the API, and replicating a lot of Quake's basic rendering in a standalone application. I'm happy now that it's viable and won't involve too much work, so for the next step I'm going to do a port of stock GLQuake. This is the "proof of concept" stage, and will provide me with a lot of code I can reuse in my own engine.
More news as it happens!
Saturday, December 6, 2008
Direct 3D Beckons...
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