On Tuesday, 7 January 2014 at 08:31:07 UTC, Adam Wilson wrote:
I would like to reiterate that Aurora will not specify the back-end, so it will not OpenGL or DirectX, or any API centric.

You need a reference graphics pipeline or performance will suffer.

The intention is a high-level API that can use any renderer that meets some basic requirements. There is nothing technically wrong with DirectX on Windows and unlike OpenGL which requires manufacturer provided drivers, it's guaranteed to be available.

Not sure why you wrote that, but you come through as Microsoft biased,

If you want cross platform performance your only choice is to pick a DX compatible subset of OpenGL ES 2/3 and use that as your reference graphics pipeline, which is quite easy to do.

If your reference implementation is based on a proprietary 2D engine then all other platform implementations will suffer.

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