Comments (6)
(Oops, didn't see which repo this was posted in)
Veldrid's abstraction is pretty similar to Xenko's, from what I see. If you were building something from scratch, it would make more sense to build on top of an abstraction like Veldrid's, but given that the code in here is already written and tested, etc. there's probably very little to be gained by rewriting it.
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Interesting, didn't know this project!
Looks like they have many abstractions similar to D3D12/Vulkan just like we did, such as ResourceSet
.
It probably need a careful check/inspection to see if all the custom internal needs we have are available (if we end up having to customize it a lot to the point it's almost a separate fork, there is no point).
Still, lot of work and so many other things to do, so I don't expect this to be checked/happen anytime soon, but when things settle down little bit I will try to keep it in mind and take a closer look at it.
@mellinoe I am curious, how did you generate the OpenGL binding? I wanted to get rid of OpenTK at some point (huge dll, no big improvements in sight, and we mostly need only bindings).
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@xen2 I've actually written the OpenGL bindings by hand. I figured that the number of functions I was actually interested in calling was small compared to the entire set. I believe MonoGame is doing something similar -- just importing what they need. I was never all that interested in the other parts of OpenTK, so I didn't need them either.
from stride.
i see, as it is overlapping quite a lot, it would need a comparison by feature. since xenko bindings run fine and having them in the repo makes it more easy to change/add features.
however, picking only the OpenGL methods needed as in #68 sounds like a good plan for mobile.
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@tebjan Agree, it won't replace Xenko Graphics code as it is quite tailored to our need and it evolves quite a lot,
I was mostly interested to look into it for specific parts/improvements (such as #68 as you mentioned).
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i'd consider this closed then since veldrid is currently not an option.
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Related Issues (20)
- Cherrypick stride.core.assets.(https://github.com/stride3d/stride/commit/3490d527f3ca8135eaf8f544560b2105abd21e80) I messed up a bit.
- JumpyJet example won't build inside VS2022 if building for Android platform was selected during creation
- build error if AssemblyOriginatorKeyFile property is set
- solution item is disappeared when save in Stride Editor HOT 6
- YamlSerializer doesnt get subprojects assemblies
- Unable to create CSharpIntermediate due to packet mismatch HOT 1
- When there are multiple identical UIs in my scene, why do all UIs respond when I click on different UIs?
- Activable equivalent of SyncScript
- Stride - Model import (with material) best practice ? HOT 3
- NET 8 HOT 2
- Asset compiler crashes when using `System.Windows.Forms` HOT 9
- Stride appears to assume that no nuget package source will be authenticated and falls over when encountering one.
- Stride's new library projects target uap10.0.16299 which causes build issues until manually fixed HOT 1
- Annotate with nullable attributes
- Review code annotations
- Playstation and XBox? HOT 2
- BoundingCircle? HOT 3
- Crash or main scene window goes black when drag it or dock it.
- [EXEC(0,0)]: Error: [AssetCompiler] Unhandled exception. Exception: InvalidOperationException: HOT 3
- IDE crash - Exception: InvalidCastException: Unable to cast object of type 'Stride.Assets.Models.ModelAsset' to type HOT 4
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from stride.