--- Aric Cyr <[EMAIL PROTECTED]> wrote: > Hi all, > > A while back I had started to work on, and mostly completed, converting > wined3d > to using WGL instead of directly accessing glX functions. That was a few > months > ago, and it was a pretty big change, but not too difficult as WGL and GLX are > very similar. > > However, my patch is now greatly out of date thanks to the excellent work > progressing in wined3d. I was just interested in getting some feedback on > whether anyone thinks this is something worth me continuing to pursue, or just > drop it?
> As I see it, there are a few merits to having wined3d on wgl instead of glx. > The biggest one being that all the glX code won't be duplicated in multiple > places as it is now (dlls/opengl32 and dlls/wined3d). Along with that comes > maintainability and consistency as all glX code would only exist in one place > and would be shared by all, applications and wined3d alike. Work-arounds for > the > various glX revisions (recently discussed glx 1.2, 1.3, etc) would also be > localized to a single dll. > > Of course, on the down side, we take a hit of one extra layer of indirection > by > going through WGL. However as WGL/glX functions are rarely called, this > should > be a minimal of a performance hit. > > All in all I think it would be worth while, but I'd still like to hear from > others so as not to waste (a lot!) of my time. If wines WGL implementation is fully implemented then it may be a good idea switching to wgl, a wgl implemenatation would also make debugging much easier because wined3d can be run under windows to isolate problems. Nick Burns also started work on a wgl version of wined3d that I haven't got around to fully merging yet, I can send you the patch. Oliver. > Regards, > Aric > > > > ___________________________________________________________ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com