On Wed, 22 Aug 2012 23:34:03 +0900 (KST) ChunEon Park <[email protected]> said:

my take is this.

1. an opengl windows port is easiest. realistically we'd end up making an
almost-opengl-like wrapper around d3d to make it possible to support both with
a common 3d rendering core anyway. how we'd handle GLSL tho i don't know.
2. if we use opengl on windows then we are using (hopefully) someone elses
wrapper around d3d OR a driver that bypasses d3d and goes right to the hw, thus
ultimately being more efficient.
3. i HEAR the opengl driver quality on windows is "iffy" and thus d3d sounds
good, but if it's no worse than on linux, i'd say let's use it. we still have
software to fall back on and we can black/whitelist gl drivers on windows
(already do in the gl code on linux anyway).

i don't know about the actual state of gl on windows. this is just what i hear,
but life would be a LOT easier if we used gl on windows as well.

> And Vincent, I think we should hear the e-dev people's opinion here.
> 
> Actually, I've thought gl_win port is enough for windows also.
> 
> Because most drivers are supporting OpenGL now. 
> 
> If it doesn't support because of any reason i.e version, then actually, 
> 
> Nothing we should do now but user should upgrade their device.
> 
> In the future, there will be no need to maintain d3d module anymore. 
> 
> ------------------------------------
> -Regards, Hermet-
> -----Original Message-----
> From: "ChunEon Park"<[email protected]> 
> To: "Enlightenment developer
> list"<[email protected]>; Cc: 
> Sent: 2012-08-22 (수) 23:10:01
> Subject: Re: [E-devel]TO:Vincent. PROBLEMS when setting on Windows
> 
> Yes, Cedric. it says opengl is faster than d3d. 
> http://www.phoronix.com/scan.php?page=news_item&px=MTE1NzE
> 
> ------------------------------------
> -Regards, Hermet-
> 
> -----Original Message-----
> From: "David Seikel"<onefang>@gmail.com> 
> To: <enlightenment-devel>@lists.sourceforge.net>; 
> Cc: 
> Sent: 2012-08-22 (수) 22:39:14
> Subject: Re: [E-devel] TO:Vincent. PROBLEMS when setting on Windows
> 
> On Wed, 22 Aug 2012 13:54:46 +0200 Vincent Torri
> <vincent.torri>@gmail.com> wrote:
> 
> > On Tue, Aug 21, 2012 at 6:48 PM, ChunEon Park <hermet>@naver.com>
> > wrote:
> > > And failed on building direct3d :0
> > >
> > > Probably I need to look them from now?
> > >
> > > By the way,  Im wonder what do u use efl on windows for exactly?
> > 
> > first, i began it to shut up other people mouth, as it was said that
> > the EFL were not cross platform.
> > then it became an intellectual challenge
> 
> Actually, there's an online 3D virtual world viewer that I want to
> convert to using EFL.  It traditionally has Linux, Mac, and Windows
> versions.  I've already started converting some server side and a little
> client side to EFL.  So it's important to me that EFL is cross platform
> to Mac and Windows as well as Linux.
> 
> On the other hand, I've done Windows coding in the past, and it's
> something I want to avoid as much as possible.  So I'm happy to have
> other people deal with getting EFL working well on Windows.  I burnt
> out with Windows long ago.  I'll grin and bear it, but I want to keep my
> Windows coding efforts down to the absolute bare minimum.
> 
> Being a cross platform 3D application, it uses OpenGL heavily already.
> EFL does not deal with 3D stuff, but does otherwise use OpenGL.  Seems
> like a silly idea to mix OpenGL and DirectX in one app.  So I would
> favour Windows EFL using OpenGL for that reason.
> 
> That's my two cents worth on that subject.
> 
> -- 
> A big old stinking pile of genius that no one wants
> coz there are too many silver coated monkeys in the world.
> 
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [email protected]


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