On Sun, 19 Jan 2014 11:46:22 -0800, Matt Taylor <taylor...@gmail.com>
wrote:
On Sunday, 19 January 2014 at 17:44:57 UTC, ponce wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
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
I'm not really sold on the 2D API not written on top of the 3D API.
Either way, I don't think X11 should be used instead of OpenGL.
I think you should target D3D9 instead of D3D11 on Windows.
My vote would be for selectable back ends, with OpenGL availability
across the board. This opens up the possibility to do some cross
platform 3d graphics with some d binding of OpenGL, using aurora's
rendering context. I know it's not what aurora is for, but it would be
useful, and wouldn't cost much to allow.
Cheers
Matt
Aurora will not be exposing any low-level API to the front-end, that would
be a pretty serious encapsulation violation and could have some pretty bad
consequences for the rest of the API.
--
Adam Wilson
GitHub/IRC: LightBender
Aurora Project Coordinator