Le Tuesday 01 July 2008 22:56:33 Yoann Katchourine, vous avez écrit : > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > - -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > 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? > > > > _______________________________________________ > > Wormux-dev mailing list > > Wormux-dev@gna.org > > https://mail.gna.org/listinfo/wormux-dev > > - -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.4.8 (Darwin) > > iEYEARECAAYFAkhqmWcACgkQPzvtovYV4yLCkACg7U9+WSETS/jQv9AIBAN3lWcG > HCcAn1paOKHNUCvljiqbxpGRqKLzSwz4 > =oiOn > - -----END PGP SIGNATURE----- > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.4.8 (Darwin) > > iEYEARECAAYFAkhqmb4ACgkQPzvtovYV4yL15gCaAn8b/l1AoQwsga9HPhFurcpB > AAIAnjEAN/womTa3yoQF9bNO0pjGqhMv > =HUsf > -----END PGP SIGNATURE----- > > _______________________________________________ > Wormux-dev mailing list > Wormux-dev@gna.org > https://mail.gna.org/listinfo/wormux-dev _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev