love.graphics.direct3d.lame = true
Such a module would massively decrease portability. However, a DirectX port would be quite useful.
Shaders and FBOs
- kikito
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Re: Shaders and FBOs
If I had a vote, I'd vote against losing even 1 minute on DX.
When I write def I mean function.
- bartbes
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Re: Shaders and FBOs
Ehm, no, it won't be a replacement, it will be an alternative.Luiji wrote:Such a module would massively decrease portability.
What? Direct3D is the graphics part of DirectX, so I'm not sure what it is you're saying.Luiji wrote: However, a DirectX port would be quite useful.
Re: Shaders and FBOs
I meant Direct3D. The usefulness of the port would be that certain Direct3D works better on certain hardware (because such certain hardware is lame).
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- Jasoco
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Re: Shaders and FBOs
OpenGL > DirectAnything
As is my general opinion.
As is my general opinion.
Re: Shaders and FBOs
I've used older hardware where OpenGL runs like crap and Direct3D runs perfectly. It's a problem with the hardware companies, but since OpenGL is now almost globally supported, it actually might just be a waste of time to include any Direct3D code.
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- The Burrito
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Re: Shaders and FBOs
I don't see much need for any kind of Dx support. Though I guess you would probably need it for a xbox version of löve, and there are some old graphics cards that are terrible at openGL.
Anyways, shaders are very cool, but if they become part of löve they definitely need some sort of easy way to configure them, a common set as Elvashi suggested would cover most needs, but I think ideally something akin to how mapPixel works but with a FBO would be more lövely. (even if its a bit slow)
Anyways, shaders are very cool, but if they become part of löve they definitely need some sort of easy way to configure them, a common set as Elvashi suggested would cover most needs, but I think ideally something akin to how mapPixel works but with a FBO would be more lövely. (even if its a bit slow)
Re: Shaders and FBOs
An XBOX version of LOVE would need DirectX, yes, but that is such an old system we may not want to spend time supporting it until someone volunteers, in which case they'll implement DirectX, too. Same goes for really old graphics hardware.
An XBOX 360 version would not work with ANY of the dependencies and probably wouldn't properly work with the current C++, since XBOX 360 requires you to write programs in .NET and I'm pretty sure Visual C++ can't perfectly compile normal C++ programs.
An XBOX 360 version would not work with ANY of the dependencies and probably wouldn't properly work with the current C++, since XBOX 360 requires you to write programs in .NET and I'm pretty sure Visual C++ can't perfectly compile normal C++ programs.
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- bartbes
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Re: Shaders and FBOs
How do you think the windows builds are made?Luiji wrote:I'm pretty sure Visual C++ can't perfectly compile normal C++ programs.
Re: Shaders and FBOs
With MinGW. I guess I was wrong there, but what I meant was Visual C++ .NET.
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