Am Sonntag, 28. Januar 2007 schrieb [EMAIL PROTECTED]:
> On Sun, 28 Jan 2007 11:04:06 -0500 The Watermelon
>
> <[EMAIL PROTECTED]> wrote:
> >I checked 3 open-source graphics engine,seems most of them are not
> >suitable
> >for warzone:
> >1.OGRE:
> >too big and complex,almost every source file is hundreds KBs
> >weight and OGRE
> >doesnt provide binaries like other engine,so everyone has to
> >comple gfx
> >engine huge lib project first before compiling wz source...
> >Staff and Community are very helpful,though I still think it'll
> >take forever
> >to understand its tons of pages of documentation...
> >2.Irrlicht:
> >smaller than OGRE but from I heard it's unstable
> >3.OSG:
> >seems it's not designed for a game(too slow)...
> >
> >Besides the engine-specified problems,the biggest hinderance to
> >using an
> >external render engine is the 'plain old C 'of wz,all those 3
> >engines
> >are more or less in a 'Change your codebase to C++ or dont use'
> >state,so personally I think fixing exist render engine is more
> >viable and
> >easier to do.
> >
> >Any comments? =)
>
> Fixing it how though?  Using DisplayLists? Using shaders? OpenGL
> 1.1 or 2.x?  Either way, it is big job.
> If add multipass & normal maps/shaders for better gfx, someone
> needs to work on gfx textures, or else it will not help from how
> looks now.  It is possible to add bumpmapping I think, but with all
> this, people need faster hardware and more RAM for gfx card.
I think before adding any shaders and raising the requirements into the 
infinite we should first address the bugs and inflexibilities...
And I would recommend VBOs over displaylists...
GL2 is not supported by older hardware, including mine.

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