On Mon, Aug 27, 2012 at 2:27 PM, Vincent Torri <[email protected]> wrote:
> On Mon, Aug 27, 2012 at 7:18 AM, Cedric BAIL <[email protected]> wrote:
>> On Mon, Aug 27, 2012 at 2:05 PM, Vincent Torri <[email protected]> 
>> wrote:
>>> On Mon, Aug 27, 2012 at 6:58 AM, ChunEon Park <[email protected]> wrote:
>>>> It doesn't  mean I would not work for windows port.
>>>>
>>>> I just wanna investigate  more efficient ways before starting it.
>>>>
>>>> Cedric also suggested the http://code.google.com/p/angleproject/ for 
>>>> windows port.
>>>
>>> the opengl engine need almost no work. Just port evas_x_main.c (in
>>> gl_x11). You can use the old gl engine i wrote (i already sent you the
>>> link some months ago). No need for Angle at all.
>>
>> Angle could be useful for the case where you have a working Direct3d
>> driver, but no descent OpenGL driver. It is also the only way to write
>> EvasGL on top of Direct3d.
>
> it's another layer. Windows is already slow. If you add a conversion
> it will be even slower.

Well, sometimes having a smarter higher level help the lower part :-)
But in that case, you have no choice as EvasGL API basically means you
need to emulate OpenGL anyway and so you need this adaptation layer.
Either do it your self or reuse a working one. Angle is used by both
Chrome and Firefox for WebGL (they have the same problem as we have
here). So it is tested and maintained.
-- 
Cedric BAIL

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