Le 19/01/2014 04:38, Adam Wilson a écrit :
Hello Everyone,

Based on the previous thread I think we have enough to start laying out
the design and writing code for Aurora.

The choice that I would like to clarify is that Aurora will be a
retained mode API. I understand that this is not the best choice for
speed and that not everyone will be happy with this choice. However,
retained mode API's are typically much higher-level, which will make it
easier for developers that are unfamiliar with writing graphics code to
express their intent. Given the stated goal of Aurora I feel that this
is the best choice.

The next is that Aurora will have a pluggable backend rendering system.
This will allow us to support any rendering system capable of meeting
the requirements of Aurora's frontend. And when combined with the
retained mode API you could, in theory, swap renders on the fly.
Although I wouldn't want to be the first one try it!

Since Aurora has a pluggable backend for rendering I feel that it will
be prudent to use the low-level API's that are best suited to each
platform. This will Aurora to support each platform as best as possible.
As I currently can tell the following list represents

System         2D API   / 3D API
Linux          X11      / OpenGL 4.3
Android        Canvas     / OpenGL ES 3.0
OSX            Quartz2D / OpenGL 4.3
iOS            Quartz2D / OpenGL ES 3.0
Windows        Direct2D / Direct3D 11
Windows    RT     Direct2D / Direct3D 11

The reason for targeting relatively new low-level API versions is that
by the time we actually complete the bulk of the work, they won't be new
anymore. If anyone has a suggestion for a 2D API on Linux that has the
ubiquity of the X11 but is easier to use, please mention it! I would
like to have a Wayland backend but that API is still very new and not
widely adopted. I've noticed that Android and iOS seem to have many
options for 2D graphics, none of which I've had a chance to evaluate
rigorously, any recommendations would be appreciated.

As has been widely suggested, Aurora will be split into a number of
packages that are loosely coupled. In theory this would allow us to pull
the more broadly applicable packages in to Phobos as they mature and
then depend on those in Aurora. The tentative list of packages is as
follows:

aurora.application
aurora.primitives
aurora.graphics2d
aurora.graphics3d
aurora.text
aurora.image
aurora.math
aurora.animation

Hopefully, this break down will allow the user to pull in only what they
need for their project, without confusing them with choice. Naming
suggestions are welcomed!

Finally, I've have set up a GitHub organization for Aurora, which can be
accessed at: https://github.com/auroragraphics I haven't posted any code
yet, but I am working on aurora.application for Windows. The aurora repo
is the master repo and all other package repo's are submodules of it.
The aurora repo will consist primarily of the scripts required to build
Aurora. This is to make it easier for the newbies to get started while
enabling maximum flexibility for the development team.

In the famous words on Andrei ... Destroy!


Like some other I think you can only use openGL as backend, and took a lower version like openGL 2.1 (and shader version 1.40) which is completely compatible with openGL ES 2.0.

In practice I don't think there is performance difference between openGL and DirectX under Windows if both backend have the same level of optimization. The only bad point of openGL under Windows is the bad compatibility of drivers of Intel integrated chipset. Some don't provide equivalent openGL functions supported by the DirectX version of drivers notably when it concern shaders. Fortunately today Intel provide all necessary functions in openGL drivers. There is also the possibility to use Angle library.

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