[ODE] ODE with .net or atleast no make files
Royce3
royce3 at ev1.net
Tue Dec 31 16:41:02 2002
Hehe.
I hope I didn't give anybody a wrong impression. I wasn't trying
to start a flame war. In fact, you have to have people with closed
minds to end up with a real flame war. I have to admit you make some
very good points. Point in case, I have downloaded DirectX9 because
I want to test Hardware Displacement Mapping, but unfortunately I
need some training on DirectX first.
After a little bit of thought, if I planned on using some vendor
extensions, I would try to create an interface to hide the details
away. Also, you might be able to find the software implementations
you need on the internet, and if you can't, it's the kind of
implementation that's very easy to write as a resuseable component.
Sincerely,
Royce3
>
>I generally keep out of anything that looks like it could turn in
> to a flame fest, but I'll respond anyway as I have a question.
>
>I'm a OGL coder, I like it. I've tried D3D8, it's better than before
> but since I learnt OGL first and since I didn't see much difference
> I stuck to OGL. My problem with the above statement is that while
> it's true to use OGL extensions in your apps \ games it's normally
> a pain in the ass making your code look like spaghetti. Worse however
> is that you have to provide software fallback yourself for
> implementations that don't support the extension. For example, you
> hear about funky extension s3tc_etc you would like to store you files
> as dds files and load them right in to the card. Sounds cool, works
> in your demo app and fails on your friends machine, why? He had a tnt2
> and you had a GF2. So to support uses that don't support s3tc you have
> to code up a software decompresser for s3tc. D3D would provide a
> software fallback for any hardware feature used, perhaps not efficient
> but no extra work for you to do in any case...
>
>Left me know if I missed something here..