On Sat, 18 Jan 2014 21:39:14 -0800, Tofu Ninja <emmo...@purdue.edu> wrote:
In general, it's preferable to use 2D API's for 2D graphics. Yes, you
can do 2D with OpenGL but it's significantly harder to get it right.
The most obvious example is that in 2D we use pixels as coordinates and
have no perspective to worry about, with 3D the your coordinates have
to be carefully calculated every time the window or perspective changes.
It seems like you have never done 2d with openGl. Doing 2d in openGl is
just a simple problem of using the correct transform matrix. Using pixel
coordinates for your primitives is 100% possible and easy. The only
difference between opengl in 2d and opengl in 3d is the transform.
You are correct, I haven't done it in a modern version of OpenGL, I did it
about a decade ago in DirectX and I wanted to cry...
That said, I am not against creating the 2D components of Aurora using a
3D API. Although I do want to note that it will probably be quicker to
prototype using a 2D library. And I don't want to rule it out it for
production use either, we can have more than one backend after all.
--
Adam Wilson
GitHub/IRC: LightBender
Aurora Project Coordinator