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Author Topic: SFML 2.0  (Read 113489 times)

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Tank

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« Reply #30 on: February 04, 2009, 01:27:44 pm »
Detaching SFML from a specific graphics library is currently something that would extremely retard the on-going development. I'd rather suggest to create a separate branch and eventually delegate this to another person, so that the mainline development with SFML doesn't almost freeze.
But generally, I'm absolutely fine with OpenGL. What are the reasons for DX-lovers here? ;)

Laurent

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« Reply #31 on: February 04, 2009, 01:43:49 pm »
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I'd rather suggest to create a separate branch and eventually delegate this to another person, so that the mainline development with SFML doesn't almost freeze

It will be done in a separate branch after SFML 2.0, but not by another person ;)

Quote
What are the reasons for DX-lovers here?

I'm not a Dx lover but I can answer : the only reason would be to support Dx-only platforms (XBox).
Other than that, there's really no need for DirectX in this context.
Laurent Gomila - SFML developer

Daazku

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« Reply #32 on: February 04, 2009, 05:27:28 pm »
Some one is doing it in he french forum :P. (Near finish i think)
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Laurent

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« Reply #33 on: February 04, 2009, 05:33:46 pm »
Quote from: "Daazku"
Some one is doing it in he french forum :P. (Near finish i think)

?????
Laurent Gomila - SFML developer

Ceylo

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« Reply #34 on: February 04, 2009, 05:38:43 pm »
Quote from: "Daazku"
Some one is doing it in he french forum :P. (Near finish i think)
Aren't you misunderstanding with the iPhone port ?
Want to play movies in your SFML application? Check out sfeMovie!

Laurent

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« Reply #35 on: February 04, 2009, 05:44:04 pm »
The iPhone port has been discussed on the english forum. I think he's confused about the Delphi project using a Wiimote.
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« Reply #36 on: February 04, 2009, 05:57:39 pm »
Quote from: "Laurent"
Quote
I'd rather suggest to create a separate branch and eventually delegate this to another person, so that the mainline development with SFML doesn't almost freeze

It will be done in a separate branch after SFML 2.0, but not by another person ;)

Well, if someone just branches the mainline by himself, there's nothing you can do against it. ;) j/k

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I'm not a Dx lover but I can answer : the only reason would be to support Dx-only platforms (XBox).
Other than that, there's really no need for DirectX in this context.

I think this is again minor important for a graphics library primarily designed for the PC. So it's good so see the same opinion from you. :)

Btw, are you really developing SFML completely on your own? The only hint is the SVN log, where at least two usernames appear.

Laurent

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« Reply #37 on: February 04, 2009, 06:06:50 pm »
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Well, if someone just branches the mainline by himself, there's nothing you can do against it

I still have to give him write access so that he can commit his branch :P

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Btw, are you really developing SFML completely on your own? The only hint is the SVN log, where at least two usernames appear.

I'm developing the Windows/Linux version of the main library, as well as the C and .Net bindings.
The rest (OSX port, Python binding, D binding) are maintained by external contributors :)
Laurent Gomila - SFML developer

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« Reply #38 on: February 04, 2009, 06:38:10 pm »
Quote from: "Laurent"
I still have to give him write access so that he can commit his branch :P

I doubt that. That person could easily open an own repository and even announce it here! ;)

Daazku

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« Reply #39 on: February 04, 2009, 06:39:55 pm »
Quote from: "Laurent"
The iPhone port has been discussed on the english forum. I think he's confused about the Delphi project using a Wiimote.


My bad :S.
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quasius

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« Reply #40 on: February 04, 2009, 07:52:10 pm »
Quote from: "Laurent"
Yes, I'm interested. Can you send me your implementation?


I just remembered that I'd forgotten about this...  Now I just need to remember when I'm home.

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« Reply #41 on: February 04, 2009, 10:55:58 pm »
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I doubt that. That person could easily open an own repository and even announce it here!

Of course. But that would never be officially integrated to SFML.
Laurent Gomila - SFML developer

quasius

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« Reply #42 on: February 05, 2009, 06:06:37 am »
Sent to your email.  I also included uses of AlphaMasks/ RenderMasks for texture blending and texture shadowing.
Also, as far as changing the interface, do you know yet what changes will be necessary?  If so, making as many as them as possible immediately might be better then incrementally changing the interface.  I'd prefer a one-time transition than having to modify my code everytime I update.  (Although I certainly understand it's not possible to anticipate every possible interface change you may need.)

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« Reply #43 on: February 05, 2009, 07:53:49 am »
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Sent to your email. I also included uses of AlphaMasks/ RenderMasks for texture blending and texture shadowing.

Thank you very much :)

Quote
Also, as far as changing the interface, do you know yet what changes will be necessary? If so, making as many as them as possible immediately might be better then incrementally changing the interface. I'd prefer a one-time transition than having to modify my code everytime I update. (Although I certainly understand it's not possible to anticipate every possible interface change you may need.)

I'll do my best to include all the interface changes in SFML 2.0. I hope to be able to provide backward compatibility after that.
Laurent Gomila - SFML developer

quasius

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« Reply #44 on: February 05, 2009, 03:52:51 pm »
Quote from: "Laurent"
I'll do my best to include all the interface changes in SFML 2.0. I hope to be able to provide backward compatibility after that.


I was referring more to the SVN builds, which I understand are all WIP and such.  But if you already know an interface change that will be necessary, I think it's better to go ahead and make it sooner rather than later if possible.