Le Tuesday 01 July 2008 22:56:33 Yoann Katchourine, vous avez écrit :
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> For working with 3D cards, in mathematics software (like cuda for
> nvidia cards) you can't write directly into video memory, you have to
> make a copy, modify it, and send it.
> But i think something nice is available :).
>
> But we have to see the good and bad points.
>
> And find somes devs up for working at it.
>
> Maybe begin by do a branches ?
>
>
> I don't think SDL will be fixed.
>
> Le 1 juil. 08 à 18:03, [EMAIL PROTECTED] a écrit :
> > Quoting Katchourine Yoann <[EMAIL PROTECTED]>:
> >> do you want to follow our use of SDL or maybe we can switch
> >> to OpenGL.
> >> OpenGL is really nice for using also in 2D.
> >> It's faster.
> >
> > May or may not, it depends on the GFX card and the driver.
> > Nowadays, it's almost
> > a given, though.
> >
> >> Personnaly i'm up for OpenGL (moreover SDL fullscreen is bug a lot
> >> under mac
> >> os X (and we have also reports under linux :p))
> >
> > I don't see how the SDL will ever get fixed. There's a 1.3 branch
> > that is
> > supposed to use more the GFX card, but no idea how much the API has
> > changed.
> >
> > SDL would stay for control (keyboard, mouse, joystick), audio and
> > other stuff,
> > even graphical maybe (SDL window can be an OGL one).
> >
> > One of the big problems I see is that some of the physics need to
> > read back the
> > map data. I don't know how much it implies for data transfer, but
> > reading from
> > the video card isn't always fast. This is needed for instance to
> > control where
> > the ground is. Then the problem of the texture sizes appear. Some
> > cards may have
> > max 2048x2048: I don't know if we have bigger maps, but handling
> > those would be
> > troublesome. Anyway, those are only random thoughts on the topic.
> >
We are already using tile item in order to test map and we can use a copy of 
the original map data in local memory for quick access (or even just an array 
of boolean) and a updated version on the graphic card memory splited in tile 
of 64x64.

> > As gentildemon embodied it, the real problem is that of manpower:
> > do we know
> > OpenGL to code the needed changes? to understand future bugs
> > related to it? If
> > someone contributes the new engine (and quite a contribution it
> > would be), will
> > we be able to maintain it?
> >
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> > Wormux-dev@gna.org
> > https://mail.gna.org/listinfo/wormux-dev
>
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