[openbeos] Re: OpenGL

  • From: David Sowsy <dsowsy@xxxxxxxxxx>
  • To: openbeos@xxxxxxxxxxxxx
  • Date: Fri, 16 Nov 2001 13:40:39 -0500 (EST)


> I'm not an OpenGL propeller-head by any stretch, 

I consider myself to be one. :)

>though I have dabbled
> in it over the years.  It seems to me that there is a use for *both*
> BGLView and BDirectGLWindow -- not every app that uses OpenGL wants to
> do it in a window.

Point well taken. The question really remains tho is
can we 'do it for free', ie no further effort.
Mesa 3D keeps up with the spec really well, and its %99+ compatible
with OpenGL. For all intents and purposes that might be the
path we want to pursue. 

> My $.02,
> 
> e
> 
> John Gabriele wrote:
> > 
> > I saw this message in the suggestions area of the website:
> > >
> > > obviously, OpenGL has to be supported in some fashion. OpenBeOS has
> > > stated that the code base will be modeled after R5, but i think that
> > > the GL implementation should be modeled after the beta BDirectGLWindow,
> > > rather than R5's current BGLView. the new architecture was designed for
> > > performance reasons, and i have so far found it to be very efficient
> > > and robust from a programmer's perspective.
> > 
> > Comments?
> > 
> > Also, can anyone comment on if/how Mesa might fit into all of this?
> > What sort of porting would be required here? (I personally am very
> > interested in this area but only have little experience in creating
> > toy ogl programs -- and none in any system-level ogl stuff.)
> > 
> > I notice on the Teams area of the site that there's no OpenGL Kit
> > listed... Rob, will ogl fall under the Game Kit somehow?
> > 
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> 



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