![]() ![]() But Direct3D 11 is a rendering implementation and API, not a specification OpenGL ES 2.0 is a rendering specification and API, not an implementation. They both have similar rendering pipelines and graphics features. Android can dynamically link, but there are some annoying hoops to jump through to comply with the LGPL. OpenGL ES 2.0 and Direct3D 11 have many similarities. iOS can't do dynamic linking (thus requiring you to either open source your application or release your object files so users can relink it). Do you have a preferred way of trying to discuss things (issues, goals, milestones, How do you plan on continuing to support 3rd party libraries? Just keep checking in binaries into the repo? Is there a particular reason for you committing 3rd party binaries into the repository as opposed to having the user build them him/herself (with the cmake scripts configuring them)? I'm guessing some of them might require a Unix-like system?Īlso, how do you plan on handling licensing issues? I'm guessing you won't include OpenALsoft and libsndfile in Android/iOS builds (and instead just use native APIs)? Their LGPL licences aren't good. What is your preferred way of me communicating with you? I'm used to mailing lists, and as SFML doesn't have one, I just use these forums.I'm worried that this change, and the fact that you had this massive commit might make Laurent cringe. Why did you change all the file/folder names (SFML -> sfml)? Actually, only some of them were changed. OpenGL ES 2.0 was the first portable mobile graphics API to expose programmable shaders in the then latest generation of graphics hardware.Sonkun, I'm looking at your code and I've got a few questions: ![]()
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