Philosophical Tail Chasing
Posted: Mon Sep 13, 2004 07:50
Okay, so as I've mentioned before, I'm working on a Gamebryo renderer for Crazy Eddie's GUI. Trouble is, well, there's a bit of a philosophical problem. In Gamebryo, screen polygons are objects that get attached to the scene graph, like other objects. Thus, you don't have to request that the renderer redraw them every frame. There's really no need to maintain a render list, or to treat a cursor as a special type of immediate. In Gamebryo, it doesn't make sense to tear down the quad list and rebuild it when one gets deleted; it makes more sense just to delete the one that was removed from the scene graph.
I have found that due to the differences in philosophy, I'm not sure that it's entirely possible to get this working in a sensible way simply by building a renderer. I wanted to believe that it was possible (I'm a big fan of implementation agnosticism!), but things just aren't working out.
I'm not sure I want to go into a massive retinkering of CEGUI to get it to cooperate, and then have to maintain an independent branch of the source code that will hardly be useful to anyone else. Meh. Does anyone have any thoughts or ideas on this matter?
Tess
I have found that due to the differences in philosophy, I'm not sure that it's entirely possible to get this working in a sensible way simply by building a renderer. I wanted to believe that it was possible (I'm a big fan of implementation agnosticism!), but things just aren't working out.
I'm not sure I want to go into a massive retinkering of CEGUI to get it to cooperate, and then have to maintain an independent branch of the source code that will hardly be useful to anyone else. Meh. Does anyone have any thoughts or ideas on this matter?
Tess