Removing DirectX from the include paths is precisely what i'm doing - by not adding it in the first place. Since i'm trying to get a decent cross-compile environment up and running for linux-hosted compiles i'm starting off with only the mingw32 includes and mesa includes.
On Sat, Jan 31, 2009 at 7:29 PM, Soft <[email protected]> wrote: > On Sat, Jan 31, 2009 at 12:59 PM, Gareth Nelson <[email protected]> > wrote: >>>> DirectX comes into play for hardware detection. OpenGL doesn't give all the >>>> informations DirectX can give. That's what I heard so far. >> I'm going to be controversial here by asking "is that info really >> required when users can scale down their quality settings manually?" > > It's a good idea if you'll be doing support. If you assume a user base > that's ready to experiment before calling on your time, it's not a > huge deal. > > >>> For Windows, DirectX works better than OpenGL for most lower end >>> chipsets. That's gradually changing, but for now, adding a DirectX >>> back end would add benefit for a couple years. A quick and dirty >>> substitution hack is feasible for someone who knows both rendering >>> subsystems well, but it would take quite a few eyes on it over many >>> releases to iron out all the eccentricities DX would introduce. >> Which chipsets in particular? The 2 big names (ATI and NVidia) do >> quite well in OpenGL on all platforms. > > ATI's lower end chipsets do far better with DirectX. AFAIK, all Intel > chips do better and that userbase is HUGE. > > >>> The better solution is to rework SL to replace all OpenGL use with a >>> retargetable engine like Ogre, which can speak GL, DX, and god knows >>> what else. At least one viewer project's working with Ogre. However >>> when last I looked, they only seemed to be using it to add features, >>> running it in parallel with the built in rendering instead of trying >>> to excise the OpenGL calls. >> What is this other viewer? RealXtend? > > Yes. > > >> The reason i'm asking about this is because i'm fiddling with my >> cross-platform build right now and honestly dreading having to fiddle >> with the DirectX SDK. My first thought is to just cut out all DirectX >> use (from a first glance there's a bit of sound code which appears to >> be now replaced by OpenAL and the hardware detection at startup) and >> replace it. I actually couldn't find where the 3D rendering is done by >> DirectX, so perhaps i'm missing something obvious. > > You could trivially remove DirectX. I believe there's some joystick > use you would need to excise as well. If you aren't hesitant to start > with Visual Studio and work your way free of it, you could just remove > the DXSDK from the include paths and see what breaks. > -- Please avoid sending me Word or PowerPoint attachments. See http://www.gnu.org/philosophy/no-word-attachments.html _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
