Better access to certain OpenGL components and extensions. I'm not
using it atm, but GLUT is inaccessible from declares, iirc.
Also, to do some optimized stuff for my 3d engine, turning some
classes into plugins will allow for better memory performance.
Time. Before I could compete my gl-headers-to-rb-declares project, a
complete implementation was dropped in my lap, and it worked on
Windows, by Jon Johnson. It was an easy switch to use the plugin, and
would be easy to not use the plugin if I had to (but I am pleased
with it). By not having to maintain an opengl implementation, I have
been able to focus on the top layer functionality of SSS, etc.
John
On Dec 8, 2005, at 6:07 PM, Nick Lockwood wrote:
I was actually referring to Marco's efforts, but I suppose it
applies equally to your decision.
Can I enquire why it is that you are making this switch? What
benefit do you believe it will yield?
I would have thought that the effort overhead of maintaining at
least 2 and possibly 3 or 4 different plugin components (which, at
present must be maintained in at least two different IDE
environments) would outweigh most potential benefits of plugins,
and I certainly can't believe speed is a factor since all the hard
work is done by external library functions anyway.
Nick
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