Re: Aurora Graphics Library Initial Design Discussion

2014-01-21 Thread Tofu Ninja
On Tuesday, 21 January 2014 at 10:30:21 UTC, Nordlöw wrote: Adam D Ruppe has done some initial work on a GUI library for D at https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff/blob/master/minigui.d with backends for XWindows and MS Windows C API. Maybe you co

Re: Aurora Graphics Library Initial Design Discussion

2014-01-21 Thread bioinfornatics
On Tuesday, 21 January 2014 at 10:30:21 UTC, Nordlöw wrote: Adam D Ruppe has done some initial work on a GUI library for D at https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff/blob/master/minigui.d with backends for XWindows and MS Windows C API. Maybe you co

Re: Aurora Graphics Library Initial Design Discussion

2014-01-21 Thread Nordlöw
Adam D Ruppe has done some initial work on a GUI library for D at https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff/blob/master/minigui.d with backends for XWindows and MS Windows C API. Maybe you could get some input/ideas from there? /Per

Re: Aurora Graphics Library Initial Design Discussion

2014-01-21 Thread Mike Parker
On 1/21/2014 4:49 AM, Adam Wilson wrote: On Mon, 20 Jan 2014 05:09:14 -0800, Matt Taylor wrote: On Monday, 20 January 2014 at 00:23:37 UTC, Adam Wilson wrote: Aurora will not be exposing any low-level API to the front-end, that would be a pretty serious encapsulation violation and could hav

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Adam Wilson
On Mon, 20 Jan 2014 08:24:25 -0800, Zoadian wrote: On Monday, 20 January 2014 at 08:34:47 UTC, Adam Wilson wrote: On Sun, 19 Jan 2014 05:34:46 -0800, Zoadian wrote: uh, i do read the forums from time to time. But I never read anything about project aurora. I inititally thought this thread

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Adam Wilson
On Mon, 20 Jan 2014 05:09:14 -0800, Matt Taylor wrote: On Monday, 20 January 2014 at 00:23:37 UTC, Adam Wilson wrote: 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 t

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Ola Fosheim Grøstad
On Monday, 20 January 2014 at 08:29:32 UTC, Adam Wilson wrote: Ok, I see were you are headed now, and it's not an all bad idea. Although it will introduce a layer of abstraction, however thin, that will negatively affect performance. Actually, a scene graph can be reasonable efficient if you

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Zoadian
On Monday, 20 January 2014 at 08:34:47 UTC, Adam Wilson wrote: On Sun, 19 Jan 2014 05:34:46 -0800, Zoadian wrote: uh, i do read the forums from time to time. But I never read anything about project aurora. I inititally thought this thread is about my project. 'aurora' was the name for my eng

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Matt Taylor
On Monday, 20 January 2014 at 00:23:37 UTC, Adam Wilson wrote: 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. Fair enough, it sounds like decisions ha

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread ponce
On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote: Ok, I see were you are headed now, and it's not an all bad idea. Although it will introduce a layer of abstraction, however thin, that will negatively affect performance. If that is acceptable to the community I am fine with that s

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Adam Wilson
On Sun, 19 Jan 2014 05:34:46 -0800, Zoadian wrote: uh, i do read the forums from time to time. But I never read anything about project aurora. I inititally thought this thread is about my project. 'aurora' was the name for my engine for years. (i do have a working deferred rendering engine

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Adam Wilson
On Sun, 19 Jan 2014 17:38:26 -0800, Tofu Ninja wrote: On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote: Show me how it could be done in a Low-Level API Agnostic way without violating encapsulation (don't leak the low-level API to the front-end) and we'll consider it. If the use

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread Adam Wilson
On Sun, 19 Jan 2014 23:49:02 -0800, Jacob Carlborg wrote: On 2014-01-20 01:53, Adam Wilson wrote: So I've reworked the default backend API's list. System 2D API / 3D API Linux X11 / OpenGL 3.2 AndroidCanvas / OpenGL ES 2.0 OSXQuartz2D / OpenGL

Re: Aurora Graphics Library Initial Design Discussion

2014-01-20 Thread ponce
On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote: Show me how it could be done in a Low-Level API Agnostic way without violating encapsulation (don't leak the low-level API to the front-end) and we'll consider it. If the user must import a Low-Level API (DX/OGL) to work with Aurora

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Jacob Carlborg
On 2014-01-20 01:53, Adam Wilson wrote: So I've reworked the default backend API's list. System 2D API / 3D API Linux X11 / OpenGL 3.2 AndroidCanvas / OpenGL ES 2.0 OSXQuartz2D / OpenGL 3.2 iOSQuartz2D / OpenGL ES 2.0 WindowsDi

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 22:43:30 -0800, Jeremy DeHaan wrote: On Monday, 20 January 2014 at 06:11:45 UTC, Adam Wilson wrote: On Sun, 19 Jan 2014 21:59:57 -0800, Jeremy DeHaan wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: System 2D API / 3D API Linux

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Jeremy DeHaan
On Monday, 20 January 2014 at 06:11:45 UTC, Adam Wilson wrote: On Sun, 19 Jan 2014 21:59:57 -0800, Jeremy DeHaan wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: System 2D API / 3D API Linux X11 / OpenGL 4.3 Android Canvas / OpenGL

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 21:59:57 -0800, Jeremy DeHaan wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: System 2D API / 3D API Linux X11 / OpenGL 4.3 Android Canvas / OpenGL ES 3.0 OSX Quartz2D / OpenGL 4.3 iOS

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Jeremy DeHaan
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: 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 / Dire

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 16:53:31 -0800, Adam Wilson wrote: On Sat, 18 Jan 2014 19:38:29 -0800, Adam Wilson wrote: Hello Everyone, Based on the previous thread I think we have enough to start laying out the design and writing code for Aurora. The choice that I would like to clarify is that

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Tofu Ninja
On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote: Show me how it could be done in a Low-Level API Agnostic way without violating encapsulation (don't leak the low-level API to the front-end) and we'll consider it. If the user must import a Low-Level API (DX/OGL) to work with Aurora

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Mike Parker
On 1/20/2014 2:37 AM, ponce wrote: Yeah, when looking at Steam Hardware & Software Survey, you have to be aware that it best represents the hardcore gamer segment. The indie and There was a time when the massive majority of Steam users were hardcore gamers, but I don't believe that quite hol

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 16:47:49 -0800, Tofu Ninja wrote: On Monday, 20 January 2014 at 00:12:45 UTC, Adam Wilson wrote: On Sun, 19 Jan 2014 14:35:29 -0800, Tofu Ninja wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: ... The choice that I would like to clarify is that A

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 02:07:07 -0800, Mike Parker wrote: On Sunday, 19 January 2014 at 07:55:03 UTC, Adam Wilson wrote: I picked OpenGL 4.3 primarily because it is compatible with OpenGL ES 3.0 which will make porting to iOS/Android easier. There is nothing stopping Aurora from having a ba

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Tofu Ninja
On Monday, 20 January 2014 at 00:47:54 UTC, Tofu Ninja wrote: That is simply a description of a specific implementation, not a real reason why one would be more beneficial than the other. It is obvious that you want this to be as accessible as possible to the largest range of people posable, so

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sat, 18 Jan 2014 19:38:29 -0800, Adam Wilson wrote: Hello Everyone, Based on the previous thread I think we have enough to start laying out the design and writing code for Aurora. The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that thi

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Tofu Ninja
On Monday, 20 January 2014 at 00:12:45 UTC, Adam Wilson wrote: On Sun, 19 Jan 2014 14:35:29 -0800, Tofu Ninja wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: ... The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Ola Fosheim Grøstad
On Monday, 20 January 2014 at 00:15:01 UTC, Adam Wilson wrote: I am not sure yet, probably a scene graph though or some hybrid thereof. They have the advantage of being easy to understand and use. Sounds like a good idea as it allows you to implement a standard extensible UI on top of it. If

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 11:46:22 -0800, Matt Taylor 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

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 11:47:11 -0800, Paul O'Neil wrote: On 01/18/2014 10:38 PM, Adam Wilson wrote: System 2D API / 3D API Linux X11 / OpenGL 4.3 AndroidCanvas / OpenGL ES 3.0 OSXQuartz2D / OpenGL 4.3 iOSQuartz2D / OpenGL ES 3.0 Wind

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 13:31:08 -0800, Ola Fosheim Grøstad wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this is not the best choice for speed and that not everyone w

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sun, 19 Jan 2014 14:35:29 -0800, Tofu Ninja wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: ... The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this is not the best choice for speed and that not everyone will b

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Tofu Ninja
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: ... The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this is not the best choice for speed and that not everyone will be happy with this choice. However, retained mode API's are

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Ola Fosheim Grøstad
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this is not the best choice for speed and that not everyone will be happy with this choice. However, retained mode API's are typic

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Paul O'Neil
On 01/18/2014 10:38 PM, Adam Wilson wrote: System 2D API / 3D API Linux X11 / OpenGL 4.3 AndroidCanvas / OpenGL ES 3.0 OSXQuartz2D / OpenGL 4.3 iOSQuartz2D / OpenGL ES 3.0 WindowsDirect2D / Direct3D 11 WindowsRT Direct2D

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Matt Taylor
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 suppo

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread develop32
On Sunday, 19 January 2014 at 17:44:57 UTC, ponce wrote: I think you should target D3D9 instead of D3D11 on Windows. I have to disagree, I doubt it that Aurora will use D3D11-only features, I imagine any gpu that supports Feature Level 9 will be fine, the only requirement for user is to have

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread ponce
On Sunday, 19 January 2014 at 10:07:08 UTC, Mike Parker wrote: Here's something to consider, though. The Steam Hardware & Software Survey [1] gives a good baseline for the gaming market (what used to be called the "hardcore" market, but I think it's more than that now). However, I wouldn't cons

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread ponce
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

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Paulo Pinto
Am 19.01.2014 13:08, schrieb Xavier Bigand: Le 19/01/2014 04:38, Adam Wilson a écrit : Hello Everyone, [...] Like some other I think you can only use openGL as backend, and took a lower version like openGL 2.1 (and shader version 1.40) which is completely compatible with openGL ES 2.0. GLSL i

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Zoadian
uh, i do read the forums from time to time. But I never read anything about project aurora. I inititally thought this thread is about my project. 'aurora' was the name for my engine for years. (i do have a working deferred rendering engine, the published one is just my ongoing rewrite to clean

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Jacob Carlborg
On 2014-01-19 04:38, 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 re

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Xavier Bigand
Le 19/01/2014 04:38, Adam Wilson a écrit : Hello Everyone, Based on the previous thread I think we have enough to start laying out the design and writing code for Aurora. The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this is not the best c

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Kagamin
On Sunday, 19 January 2014 at 07:55:03 UTC, Adam Wilson wrote: It may be true of simple implementation on the same hardware but consider that the OpenGL API is implemented entirely by the GPU vendor, this invariably results in the same command producing different results in some cases, and the

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Mike Parker
On Sunday, 19 January 2014 at 07:55:03 UTC, Adam Wilson wrote: I picked OpenGL 4.3 primarily because it is compatible with OpenGL ES 3.0 which will make porting to iOS/Android easier. There is nothing stopping Aurora from having a backend built on an older version, but keep in mind that Auro

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Kelet
On Sunday, 19 January 2014 at 05:23:24 UTC, Elvis Zhou wrote: https://github.com/Zoadian/aurora Oops, I thought this is the official repo!! It's a new package added to code.dlang.org yesterday. Doh, I made the same mistake. On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: Syste

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sat, 18 Jan 2014 22:02:12 -0800, Kelet wrote: On Sunday, 19 January 2014 at 05:23:24 UTC, Elvis Zhou wrote: https://github.com/Zoadian/aurora Oops, I thought this is the official repo!! It's a new package added to code.dlang.org yesterday. Doh, I made the same mistake. On Sunday, 19 Ja

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Elvis Zhou
On Sunday, 19 January 2014 at 04:45:30 UTC, Adam Wilson wrote: On Sat, 18 Jan 2014 20:26:47 -0800, Kiith-Sa wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: Hello Everyone, Based on the previous thread I think we have enough to start laying out the design and writing c

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Tofu Ninja
On Sunday, 19 January 2014 at 07:42:26 UTC, Adam Wilson wrote: On Sat, 18 Jan 2014 21:39:14 -0800, Tofu Ninja wrote: In general, it's preferable to use 2D API's for 2D graphics. Yes, you can do 2D with OpenGL but it's significantly harder to get it right. The most obvious example is that in

Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
Hello Everyone, Based on the previous thread I think we have enough to start laying out the design and writing code for Aurora. The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this is not the best choice for speed and that not everyone

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sat, 18 Jan 2014 21:39:14 -0800, Tofu Ninja wrote: In general, it's preferable to use 2D API's for 2D graphics. Yes, you can do 2D with OpenGL but it's significantly harder to get it right. The most obvious example is that in 2D we use pixels as coordinates and have no perspective to wo

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Mike Parker
On Sunday, 19 January 2014 at 04:26:48 UTC, Kiith-Sa wrote: Also, why not OpenGL for 2D on Linux (and possibly elsewhere) ? +1. Anywhere you're using OpenGL, you can use it for both the 2D and 3D renderers. That will also allow a lot of shared code between the two. The same holds for D3D, a

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sat, 18 Jan 2014 20:26:47 -0800, Kiith-Sa wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: Hello Everyone, Based on the previous thread I think we have enough to start laying out the design and writing code for Aurora. The choice that I would like to clarify is tha

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Adam Wilson
On Sat, 18 Jan 2014 21:23:23 -0800, Elvis Zhou wrote: On Sunday, 19 January 2014 at 04:45:30 UTC, Adam Wilson wrote: On Sat, 18 Jan 2014 20:26:47 -0800, Kiith-Sa wrote: On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: Hello Everyone, Based on the previous thread I think

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Tofu Ninja
In general, it's preferable to use 2D API's for 2D graphics. Yes, you can do 2D with OpenGL but it's significantly harder to get it right. The most obvious example is that in 2D we use pixels as coordinates and have no perspective to worry about, with 3D the your coordinates have to be carefull

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Kelet
On Sunday, 19 January 2014 at 06:02:13 UTC, Kelet wrote: My thoughts: ARM support is abysmal in D, IIRC. Realized I may have used strong wording here when a lot of fine work is currently being done. My apologizes, I'm not well-researched into this area of D. Regards, Kelet

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread Kiith-Sa
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote: Hello Everyone, Based on the previous thread I think we have enough to start laying out the design and writing code for Aurora. The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that