Previous Blog Next Blog
Prev/Next Blog
by date

Plan for Owen "WDA" Ashcroft

Plan for Owen "WDA" Ashcroft
Name:Owen "WDA" Ashcroft 
Date Posted:Dec 09, 2003
Rating:Not Rated
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Owen "WDA" Ashcroft

Blog post
First plan in almost a year!!
So I've finally got fed up with the way Torque handles OpenGL and DirectX. So next task for Owen is:
Seperate the OpenGL from the engine and make a custom API, allowing seperate codepaths for OpenGL and DirectX, I'm also going to remove the legacy Glide code, which is floating around in there (sorry Voodoo owners!). I think it's about time someone got round to doing this, the plan is not to improve anything yet, but to provide a more stable base for these improvements, and more importantly full a position to use DirectX 9 at full speed, whilst still keeping cross-compatibility for different systems.
The intention is to initially build in OpenGL only support, but seperate it from the engine itself, then figure out how to translate the engine coordinates and commands into DX, looks like I have a bit of a task ahead of me :)

Owen

Recent Blog Posts
List:09/14/04 - Plan for Owen "WDA" Ashcroft
12/09/03 - Plan for Owen "WDA" Ashcroft
12/26/02 - Plan for Owen "WDA" Ashcroft
07/15/02 - Plan for Owen Ashcroft
05/26/02 - Plan for Owen Ashcroft

Submit ResourceSubmit your own resources!

Nicolas Quijano   (Dec 10, 2003 at 17:03 GMT)
Hey, Owen, I'm looking at doing quite the same for our present endeavour... Let's exchange thoughts by email ??
Best of luck !! ;)

You must be a member and be logged in to either append comments or rate this resource.