On Wed, Aug 22, 2012 at 1:48 AM, ChunEon Park <[email protected]> wrote:
> And failed on building direct3d :0
>
> Probably I need to look them from now?

I think the Direct3D backend will be a little bit overly complex and
maybe not that useful. The complexity will come from the fact we need
EvasGL support (That means a layer to convert from EvasGL to
Direct3D). The usefulness is a fact reported by Valve developer that
discovered they could make OpenGL support faster than Direct3D.

As far as I know the reason for Direct3D is that Vincent hope to
support more hardware thanks to the fact that it should not rely on
OpenGL 1.4 and up. But my understanding is that when hardware support
shader in the Direct3D, they should support OpenGL 1.4, I am wrond
here ?

I don't want to prevent you from doing a Direct3D engine, I am just
questioning the goal and if it's worth it (as it should be a huge
task). And as a side note as we are in the process of rewriting
evas_render, until december I think it's not really a good time to
start a new one.

> By the way,  Im wonder what do u use efl on windows for exactly?

Evil !
-- 
Cedric BAIL

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