maciek_urbanski
Member
- Joined
- Oct 3, 2008
- Messages
- 161
warmi said:A waste of time imho..
Imagine trying to write code based on your API ... with 50% of features being in "experimental" state, half-implemented and basically based on guess work ... that would make for some seriously stressful coding sessions…
Thanks, but no thanks, I will stick to OpenGL ES.
It's not quite true. Designers of HW create 'their view' of graphics pipeline. It has custom 'stages' (mostly, but not all - programmable), and custom feature set. And it's ready, done in HW and there's no need to implement it.
Then, there are APIs like Direct3D, OpenGL and OpenGL ES. Essentially driver for an API for given HW architecture is a compiler that gets state of input graphics pipeline (OGL for example) and compiles it into state of HWs custom pipeline. This process is very non-trivial, and it's done for, well, compatibility with standard.
Problem arises when input API (OGL for example) has smaller feature set that HW itself.
Another problem would be if compiler would be poorly written (compilation time penalty, low code quality).
I suggest finding out how to program HW pipeline and program it directly, thus using all features already available in HW.
If somebody would like use this information to write OGL driver - be my guest, but that would not be me.