Game Development Community


#1
05/25/2004 (12:26 pm)
I would imagine that this is some form of OpenGL Wrapper, therefor it would be potentially slower than using opengl only.
#2
05/25/2004 (1:05 pm)
It could be, but macs equiped with nvideas have native DirectX on those boards. So if this thing deals directly with the board then it would be great.
#3
05/25/2004 (4:12 pm)
NVidia and all other graphics cards also have native OpenGL support. For standard Torque, the DirectX support is only via a GL wrapper anyways, so you would have a double performance penalty if you added a second wrapper (OGL -> DX -> OGL)
#4
05/26/2004 (5:49 am)
Woah what? Native DirectX on nVidia boards? No no no. DirectX is nothing but an API. It goes like this:
Program -> API (DirectX) -> Hardware

It's the exact same thing with OpenGL, it's just an API that works with the hardware. This is just a layer of emulation. With TSE's GFX layer, there is no reason for it at all. The only reason that this is cool for a non-Windows based OS is for stuff like WineX where you can play Windows games on Linux. However I don't know how that will work on Mac's since WineX only works on x86 based arch, where as Mac is PPC.

The point of this product, that is being discussed, is to let companies who wrote games in ONLY DirectX to port to Mac easily. Torque is written in OpenGL which is cross platform, and TSE is written in GFX which brings cross-platform to a whole new level.
#5
05/26/2004 (1:32 pm)
Thanks for clairifying Pat. My above diagram for what would happen if you used this in Torque should be (OGL -> DX -> OGL -> Hardware)

Whereas normally Torque would just do (OGL -> Hardware) or if for some reason you are on a non-GL card and have to use DX emulation (OGL -> DX -> Hardware)