On 2-Feb-07, at 7:48 PM, Jeff Quan wrote:
On Feb 2, 2007, at 3:59 PM, Frank Condello wrote:
I know politics are involved when getting stuff fixed or added to
RB, and I know Dave and others are into 3D and do what they can,
but if RS the company doesn't support their 3D graphics classes
then neither will I. So sorry, no more testing and bug reports
from me...
Forgive me if I sound naive, but are there other viable
alternatives for cross-platform 3D that CAN be brought in to RB?
Something that has a reasonable chance of being ported or hooked up
via plugin?
I know there are a few listers who are working on 3D alternatives
(Asher had one; Frank's Oxide demo; another escapes my memory), but
are any complete enough to be able to show the good folks at RS and
say "THIS is what Rb3D should be like?"
I don't know where Asher's at with his classes and although my 3D
stuff is certainly "complete enough" it isn't really suitable as a
standalone 3D graphics layer. The renderer autonomously creates it's
own window/fullscreen display, and is interconnected with other sub-
sytems - 3D nodes have slots for audio and physics controllers for
example, though that's not something one could glean from that
ancient shader demo ;)
Rb3D started life as a plug-in. And while I'm aware that community
projects can easily run out of steam, Is there something that we as
a community can nurture to plug-in life? What would the next-gen
Rb3D API look like?
You don't necessarily need a plugin. I use a plugin to load texture
data but that's it as far as the renderer is concerned - declares are
your friend. I considered reusing/repurposing my existing classes to
create a separate, more "standard" 3D control but I just don't think
it's worth the time and effort - well, my time and effort at least :p
Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>
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