crynas

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About crynas

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  1. [color=#000000][font=Arial,] I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS.[/font][/color][color=#000000][font=Arial,] Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0?[/font][/color][color=#000000][font=Arial,] As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.[/font][/color]
  2. [color=#000000][font=Arial,] I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS.[/font][/color][color=#000000][font=Arial,] Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0?[/font][/color][color=#000000][font=Arial,] As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.[/font][/color]
  3. OpenGL Direct3D 10 InputLayout

    [quote name='Jason Z' timestamp='1313698261' post='4850914'] You can do this, but then how will you validate your shaders against the used input layout? Unless you have another way to ensure that they match, then why not just create one at shader compilation time? Unless you create lots and lots of shader objects this shouldn't really pose a problem. [/quote] So you are proposing, that I should mimic Direct3D 10 API? Have a method like [code]CreateVertexLayout(VertexLayoutDescription, CompiledShader)[/code]? I was thinking about checking compatibility of VL and Shader in debug build using shader introspection or something like that. Thx
  4. OpenGL Direct3D 10 InputLayout

    Hi, firstly I would like to thank you for your time and responses. Ok, back to topic. I wanted my render API to allow me usage like this: 1. Create some kind of a vertex layout object (like in Direct3D 10). No compiled shader would by necessary at creation time. 2. Use created layout object with any compatible shader. In debug build I would check shader input against active layout (at shader bind time) by my self. Is this design/usage a bad idea? This idead seems viable to me. Problem is, that I dont know too much about what is happing under the hood. So may be it is not that viable at all. Thx
  5. Hi everyone, I'm working on my own simple abstract rendering API. I would like to implement that API using Direct3D 10 and OpenGL. Currently, I would like to implement input layout abstraction. I have just one question. Why exactly does Direct3D 10 needs compiled shader when creating ID3D10InputLayout instance? Just to compare input layout with shader input? Is it ok to just pass in a compiled "dummy" shader and accept the warning? Thx in advance
  6. Hi there, I would like to make simple 2d rendering system using Direct3D (currently trying version 10). Well Im experienced c++ programmer, but not experienced Direct3D programmer (only few sample applications).I have already written few games, but I was using 3rd party 2d graphics frameworks for rendering. I would like to talk about implementation aproach before I dig in. So if anyone has any experience and want to share it with me, I would be grateful. THX in advance and hope you understand my English