World: r3wp
[!REBOL3-OLD1]
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Pekr 30-Jul-2007 [3872] | Geomol - I jus hope rebcode is there, with refinements guys outlined ... it should help too ... |
Henrik 30-Jul-2007 [3873] | Geomol, but I agree for the first round, OpenGL is more important. |
btiffin 30-Jul-2007 [3874x3] | I'm all for porting, but not if wating for key features means delaying work for "normal" folk. I'm at a point where some of the bosses are actually getting pretty good at R2 data types. :) |
And I'm just starting to get people here involved with GNU/Linux...so I'm banking on that R3 release not being too far behind. :) | |
Pekr; Re r1 to r2. I was a dropout from the computer biz from 1999 till about January this year, so I was watching from a purely curiosity perspective, no vested interest. Now the interest is much higher and far more vested. :) In that regard I'm still new. | |
Geomol 30-Jul-2007 [3877] | Henrik, it's good, that R3 is open in a way, that it's possible to interface all kinds of systems. But I wouldn't recommend interface too deep into anything, that is tied to a certain platform, like DirectX is. We should find good cross-platform standards and interface with those from REBOL, so all REBOL software can run on anything. |
Pekr 30-Jul-2007 [3878] | Geomol - each coin has its two sides. Maybe there are some Windows only developers. From their POV, there is simply DirectX available on each PC, so no special need to install one. In the case of GLUT, they will have to either install it separately (I don't know anything about it, so maybe it is just few libraries), or simply pack with their app ... |
Geomol 30-Jul-2007 [3879x3] | Afaik, OpenGL is on Windows. I'm not sure, if GLUT is or it is linked with app. |
My point is, it's good that REBOL is open for interfaces. I just wouldn't recommend interfacing with DirectX. That's it. | |
Like I wouldn't recommend interfacing with e.g. the Velocity Engine on Macs, because it's tied to Mac OS and the Altivec technology found in G4 and G5 processors. REBOL is about cross-platform also. Write-once-run-everywhere. | |
Pekr 30-Jul-2007 [3882] | OTOH - why not to optimise to what is native on all platforms? Under the hood, so that the programmer does not need to care? Well, app performance would probably vary between the platforms, but .... |
Henrik 30-Jul-2007 [3883] | Geomol, I think you mean that _RT_ should not focus on DirectX. :-) I don't see anything wrong with a 3rd party developer doing work on interfacing DirectX. |
Pekr 30-Jul-2007 [3884] | I would like to first see new View with rich-text, VID, ability to embed externall windows (e.g. video player, etc.), decent sound, really good VID, tools like screen painter, debugger, cross platform rebgui to give initial boost to apps, and then further fine-tuning using DirectX or View plug-ins (access to buffers etc.) |
Geomol 30-Jul-2007 [3885] | Yeah, something like that. If you interface to something special found only on one certain platform, your software will only run there. If you support many such technologies on many different platforms, you end up having huge problems supporting new versions. Trick is to find the right things to interface with. Carefull selection! But of cource some specialized developer can interface with such things for some special software only to be run on that single platform. |
Pekr 30-Jul-2007 [3886] | cross platform rebcode in my above text ... |
Geomol 30-Jul-2007 [3887] | Yes, rebcode everywhere solve many performance issues! I agree! |
Pekr 30-Jul-2007 [3888x3] | I think that we need few tweaks to it. BrianH and one other guy had some nice suggestions. Adding few instructions would allow emulation of some old machines :-) Porting some nice simple games could be easier :-) |
Galaga already looked promissing :-) | |
And we are waiting for RPaint as well :-) | |
Geomol 30-Jul-2007 [3891x2] | Look a our situation with truetype fonts in DRAW. It's one single little issue in one corver of REBOL, yet we don't have it on all platforms, even if there is truetype fonts on all platforms. Imagine the situation, if we had many such things with all different areas of REBOL. So not only RT should choose carefully, also us developers who would like our software to run everywhere. |
corver = corner | |
Pekr 30-Jul-2007 [3893x2] | that might be valid point .... |
I am curious if r3 will be usable on smaller devices :-) | |
Geomol 30-Jul-2007 [3895x2] | About OpenGL: On this Windows 2000 machine, I have access to, I see "OPENGL32.DLL" and "glu32.dll" under /c/winnt/system32/ |
It might be necessary to install GLUT on Windows. See http://www.xmission.com/~nate/glut.html | |
Pekr 30-Jul-2007 [3897x2] | and that is something I refuse to use, if it needs isntall, and can't be automated with my app install, or just by running some script ... |
if I can copy that somewhere and register it to registry (if needed) via some script, then I am ok .... | |
Geomol 30-Jul-2007 [3899] | I think, you just have to include the glut dll with your app install. It's only a file to be copied. |
Rebolek 30-Jul-2007 [3900] | Geomol why do you think that opengl access should be done with GLUT? |
Pekr 30-Jul-2007 [3901x2] | what is glut? Some kind of wrapper? |
Rebolek - maybe because it is available for most platforms? | |
Rebolek 30-Jul-2007 [3903] | so is OpenGL, I just do not understand why we should need some wrapper |
Geomol 30-Jul-2007 [3904x4] | GLUT have many things, we lack currently in REBOL, like key-up events. Also some window-handling, mouse-handling, etc. I just suggest GLUT as a shortcut to have these things. In the final version, when all that C code is found for all platforms, GLUT can be droppen again. |
GLUT is just some extra functions, that have same kind of interface as OpenGL OpenGL is just only basic graphics, where GLU and GLUT add things, that is used in e.g. games ... or in REBOL. | |
A list of all the functions is found here: http://pyopengl.sourceforge.net/documentation/manual/index.xml Scroll down to see the GLUT functions. | |
GLUT also add joystick support to some degree across platforms, so for e.g. game writers, GLUT is a good library to use. | |
Rebolek 30-Jul-2007 [3908] | OK, thanks for info |
Geomol 30-Jul-2007 [3909] | You're welcome! |
Pekr 30-Jul-2007 [3910x2] | It seems to me, that many things, like keyboard, mouse, etc., will simply overlap with current implementation. IMO the question is, how well internall View si built already, if things in there are "chaotic", or layered/abstracted/isolated. |
not very nice description of GLUT's internal state - http://en.wikipedia.org/wiki/OpenGL_Utility_Toolkit | |
Kaj 30-Jul-2007 [3912x2] | SDL is more generally available than GLUT, and you can put OpenGL on top of it |
In other words, GLUT provides some of the same functions as SDL, but with SDL, 3D is optional | |
Pekr 30-Jul-2007 [3914x2] | we can link to SDL with Core, no? As others do. We can link to VxWidgets, if we wish to, no? View is simply yet another gui engine .... |
I am not sure we can easily mix those things? But maybe we could use some of SDL code? It all depends upon its license ... | |
Kaj 30-Jul-2007 [3916] | SDL is LGPL, so the R3 object files being available as planned is sufficient |
Cyphre 31-Jul-2007 [3917] | AFAIK GLUT is simple wrapper which has been used mainly just to show some basic OpenGL demos. I'm not sure if this is a good for usage in some 'real' crossplatform apps. Regarding the OpenGL version of Rebol: this version is not yet worked on but I plan to work on it once the AGG based version is complete (as it this will give us much better big picture where the OpenGL advantages could be really useful in the visual system). |
Pekr 31-Jul-2007 [3918x3] | Cyphre - will there be access to buffer? Or is the OGL the thing, which will speed-up blitting, because it uses HW to draw? |
IIRC there were planned so called View plug-ins, which would allow access to View buffer and plug-in HW accelerated display rather than current SW only renderer ... | |
... I am not strong on gfx, so I might actually confuse things :-) | |
Cyphre 31-Jul-2007 [3921] | AFAIK the plug-in interface is not yet finalized so it is too early to discuss ho this will be exactly exposed. But there are more things to consider than the blitting. If you do SW redered graphics you need to render into the backbuffer in the main memory then you transfer block(s) sing a blit to the gfx card. If you do HW accelerated graphics you need to transfer all bitmaps into the gfx card memory first..also you are limited by the OpenGL 2D functionality (which is not so flexible and pixel perfect as for example AGG implemntation). Also setting pixels directly in gfx card memory is possible but this is surprisingly the slowest way to dorendering! Why? Because fur current PC HW bus architecture is such transfer very expensive operation comparing to moving one big block of data. So as you can see all this (and lot of other issues) needs to be considered not to mention that the solution should be as much as compatible on most of platforms. Once the beta is released it will give us good picture how to make the gfx system even more optimized and extensible. |
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