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JJR
Joined: 22 Feb 2004 Posts: 1104
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Posted: Wed May 25, 2005 11:01 pm Post subject: |
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Thanks, Mike.
I must have lost my access in the server changeover.
- JJR |
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JJR
Joined: 22 Feb 2004 Posts: 1104
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Posted: Fri Jun 03, 2005 12:42 pm Post subject: |
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Mike,
I tried compiling DerelictGL on linux. It looks like we also have to remove "loadPlatformGL()" from DerelictGL_Load(...) in gl.d because it's located in the glx.d and wgl.d files (the imports for which we removed). I could do that, but then there's no system in place for loading the platform specific files beyond manually calling loadPlatformGL(). What should we do about this?
Since we are leaving it up to the programmer to decide to include glx.d and wgl.d, I guess we also need provide a proper means to do the loading. Is loadPlatformGL() intended for public consumption in this case? Or should Derelict be streamlined by including a flag in DerelictGL_Load such that the developer can decide whether he wants to include platform specific items?
-JJR
PS... More importantly: did you enjoy Episode III? |
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aldacron
Joined: 05 May 2004 Posts: 1322 Location: Seoul, South Korea
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Posted: Sat Jun 04, 2005 2:28 am Post subject: |
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JJR wrote: | Mike,
I tried compiling DerelictGL on linux. It looks like we also have to remove "loadPlatformGL()" from DerelictGL_Load(...) in gl.d because it's located in the glx.d and wgl.d files (the imports for which we removed). I could do that, but then there's no system in place for loading the platform specific files beyond manually calling loadPlatformGL(). What should we do about this?
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Allow gl.d to privately import wgl.d and glx.d?
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Since we are leaving it up to the programmer to decide to include glx.d and wgl.d, I guess we also need provide a proper means to do the loading. Is loadPlatformGL() intended for public consumption in this case? Or should Derelict be streamlined by including a flag in DerelictGL_Load such that the developer can decide whether he wants to include platform specific items?
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If you were linking statically GL you would be getting the platform specific functions anyway. So, I think we should leave loadPlatformGL with package protection, privately import the relevant modules in gl.d, and load the plartform stuff automatically. I see wgl* and glx* as part of OpenGL, not separate. Plus, I don't think it's good to add an extra load call in there. If we were going to go that route, I'd then rather split them out into a different package for consistency. But in this case, I think we just don't need to.
Quote: |
PS... More importantly: did you enjoy Episode III? |
Overall, no. But it left me with a smile on my face at the end just because of a couple of scenes that were rather nostalgic. And it was somewhat better than Episodes I & II, so that was a relief. |
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JJR
Joined: 22 Feb 2004 Posts: 1104
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Posted: Sat Jun 04, 2005 2:49 am Post subject: |
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aldacron wrote: | Allow gl.d to privately import wgl.d and glx.d? |
Hmm... why didn't I think of that?
Quote: | If you were linking statically GL you would be getting the platform specific functions anyway. So, I think we should leave loadPlatformGL with package protection, privately import the relevant modules in gl.d, and load the plartform stuff automatically. I see wgl* and glx* as part of OpenGL, not separate. Plus, I don't think it's good to add an extra load call in there. If we were going to go that route, I'd then rather split them out into a different package for consistency. But in this case, I think we just don't need to. |
You are right. Private imports should do the trick and prevent name conflicts.
Quote: | JJR wrote: | PS... More importantly: did you enjoy Episode III? |
Overall, no. But it left me with a smile on my face at the end just because of a couple of scenes that were rather nostalgic. And it was somewhat better than Episodes I & II, so that was a relief. |
In my opinion, Episodes I & II weren't very good (other than special effects), so if III is at least better than those... well that's good.
-JJR |
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