Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.freetalk.english Subject: Re: openGl from yaroze conversion Date: Fri, 25 Jun 1999 22:01:50 +0000 Organization: IR / Data Uncertain Lines: 32 Message-ID: <930348110.639671215@www.netyaroze-europe.com> References: <37702400.7AFE4B6B@breathemail.net> NNTP-Posting-Host: d3-s61-221-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable X-NewsReader: kexpress 0.8.0 Alan Marshall wrote: >Out of interest has anyone tried doing an OpenGL to Yaroze conversion? >My guess is that would be a lot harder , but kind of interesting ;) Not quite - but I'm currently porting my class library for dealing with RSD,TIM and TMD files from Direct3D to OpenGL. >Maybe i can convert my yarzoe game to OpenGl then as an extra bid for >insanity try the DirectX port ;) (i've avoided DirectX so far. And then >try to convert it from DirectX to Yaroze 2 ;) Actually if a "Dreamcast >Yaroze" came out, theoretically that wouldn't be too difficult would it? =46rom my experience, Direct3D is a bitch to program (I never did sort out all the problems with RsdANIM). You can translate all the concepts in the Yaroze LIBGS library into OpenGL fairly simply though - you should be able to just to an interface library that lets you compile yaroze code on OpenGL systems (I know that some Japanese guy did that for DirectX, and ported the dino demo onto windows with it as a demo). OpenGL is so much easier to code for than Direct3D it's scary, but unfortunately Direct3D has a huge performance edge over the GL library I'm using now (MesaGL on Linux). I cam across a project to clone Wipeout on openGL the other day, and it's pretty but dog slow..... >Al Craig.