On Saturday 05 February 2005 19:59, Daniel Phillips wrote: > > Right. The main problem for me in the past in trying to work with lower > precision was in handling all possible ranges. Floating point in a few > key places will really help that. > > The fleshed out render model is going to answer these questions > perfectly, especially if hooked into Mesa. In that case, we could use > my little game engine demo (among many other possible OpenGL programs) > to run simulations. I'll hook in a replay mode so any defects somebody > happens to stumble on interactively can be reproduced > exactly. > > As far as C++ idioms go, operator overloading is not a big deal to me, > it's just a pet peeve. However, hooking a render.cpp into Mesa might > be tricky, have you considered the linking issues?
Use Nicolai's model. Just hack a backend onto Mesa that writes to his socket, then leave the engine and the C++ on the other side of that connection. No linking required. Lourens _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
