Hello Wor... erm... Hello Garage
by Axonn Echysttas · in General Discussion · 11/04/2006 (12:49 am) · 12 replies
Hi everybody! : )
My first post here so I would like to warmly salute all of you. Why warmly? Most of you are game developers, and that's my turf too... So for this reason, I already feel right at home. So hello, I'm Axonn Echysttas, just a nobody with a dream...
My first post here so I would like to warmly salute all of you. Why warmly? Most of you are game developers, and that's my turf too... So for this reason, I already feel right at home. So hello, I'm Axonn Echysttas, just a nobody with a dream...
#2
It was an image displaying the way Torque works. And there, Open GL was somehow partially over Direct3D. Does this mean that the engine always calls Open GL functions, even as a wrapper over Direct3D functions or what?
An example of what I saw:
_________________
G A M E C O D E
------------- ----------
|open GL| |open GL|
------------ ------------
------------- ----------
|open GL| |d3d|
------------ ------------
11/04/2006 (4:35 am)
Hi and thank you. I hope so. I've been looking over the engine demo and I'm wondering about something I saw there.It was an image displaying the way Torque works. And there, Open GL was somehow partially over Direct3D. Does this mean that the engine always calls Open GL functions, even as a wrapper over Direct3D functions or what?
An example of what I saw:
_________________
G A M E C O D E
------------- ----------
|open GL| |open GL|
------------ ------------
------------- ----------
|open GL| |d3d|
------------ ------------
#3
For TGE, I'm pretty sure the answer is yes, D3D is still wrapped inside OpenGL. However for the Shader Engine (was TSE, now called TGEA) is all D3D with no reliance on OGL.
Hope that helps
11/04/2006 (10:35 am)
Hi,For TGE, I'm pretty sure the answer is yes, D3D is still wrapped inside OpenGL. However for the Shader Engine (was TSE, now called TGEA) is all D3D with no reliance on OGL.
Hope that helps
#4
11/04/2006 (10:38 am)
Yeah, but this way doesn't it mean that TGEA doesn't work on Linux / MAC?
#5
11/04/2006 (10:46 am)
I think the plan is to port tgea to openGL.
#6
11/04/2006 (11:43 am)
I thought GarageGames was all about supporting the Mac platform. hmm...? Maybe Vista and the Xbox 360 are the next big things...
#7
That's a very misleading and inaccurate statement.
The GFX layer is completely abstracted from the underlying video driver implementation. There are multiple GFX devices implemented underneath the GFX layer (Xenon--XB360, DX9, and DX8 iirc), but it's a relatively simple (if long) task for a graphics programmer to implement any GFX device for whatever target platform they desire.
11/04/2006 (2:34 pm)
Quote:
That won't happen any time soon. The GFX layer is completely D3D. It would be easier to add shaders to TGE than to move TSE to openGL
That's a very misleading and inaccurate statement.
The GFX layer is completely abstracted from the underlying video driver implementation. There are multiple GFX devices implemented underneath the GFX layer (Xenon--XB360, DX9, and DX8 iirc), but it's a relatively simple (if long) task for a graphics programmer to implement any GFX device for whatever target platform they desire.
#8
11/04/2006 (7:23 pm)
The previous statement has been removed. I apologize if anyone found my statements misleading.
#9
I'm sorry to beat on a dead horse, but that's still completely wrong. TGE-A is designed for support of any rendering device from the beginning--MUCH more so than any of our other current offerings.
It is so designed for the ability to implement OpenGL it's not funny.
11/06/2006 (6:00 pm)
Quote:
TSE does not seem designed with future openGL support in mind.
I'm sorry to beat on a dead horse, but that's still completely wrong. TGE-A is designed for support of any rendering device from the beginning--MUCH more so than any of our other current offerings.
It is so designed for the ability to implement OpenGL it's not funny.
#11
Make sure you describe (if your point is that you feel TGE-A, and specifically the FFX abstraction layer cannot handle OpenGL) exactly what you mean, including areas that would make OpenGL device creation difficult/impossible.
11/10/2006 (2:13 am)
@Andrew: Care to explain your point?Make sure you describe (if your point is that you feel TGE-A, and specifically the FFX abstraction layer cannot handle OpenGL) exactly what you mean, including areas that would make OpenGL device creation difficult/impossible.
#12
So i'm not laughing.
I know full well, and agree that TGEA's abstraction layer can handle anything.
That's all i meant. Now if only Rick could modify the forums and or the Internet to handle emotional conveyance...
P.S. Sorry Axonn for hijacking your thread.
11/10/2006 (10:19 am)
Oh, that's not it at all. You said:Quote:
It is so designed for the ability to implement OpenGL it's not funny.
So i'm not laughing.
I know full well, and agree that TGEA's abstraction layer can handle anything.
That's all i meant. Now if only Rick could modify the forums and or the Internet to handle emotional conveyance...
P.S. Sorry Axonn for hijacking your thread.
Torque Owner Aaron E
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