Earlier quoted context omitted.
No, this is CPU rendering only! Not even SIMD, just straightforward integer (and float) code.
If its OpenGL why is it CPU only ?
rlsw – Raylib software OpenGL renderer in less than 5k LOC
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Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#22Earlier quoted context omitted.
If its OpenGL why is it CPU only ?
OpenGL is an API. Software renderers for it—like the one that originally came with Windows NT, or even early versions of Mesa—have been out for a long time.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#23Fabrice Bellard also wrote an OpenGL thing: https://bellard.org/TinyGL/
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#24Raylib's author was very happy to announce that you can compile an entire raylib program with no dependencies other than, say, being a win32 app https://x.com/raysan5/status/1980322289527976202
but ... why?
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#25Earlier quoted context omitted.
As someone who was once a child trying to figure out how to compile and link things to use SDL, I think there's some educational value in letting people make games without having to dive deep into how to use C++ toolchains.
If you want to do that, skip C++ entirely and just use Javascript or Python. You can get shiny things really quickly.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#26This will be perfect for Nintendo 3DS!
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#27> OpenGL 1.1-style implementation on software How many lines to implement OpenGL 2.0 (non ES) ?
https://github.com/rswinkle/PortableGL
Cool project, and fun to play with.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#28Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#29What's cool about this is that computers are so fast that you could probably make a decent 2D game using only this software-rendered OpenGL 1.1 library.
Ha! That’s what I’m stuck with for Metropolis 1998. I have to use the ancient OpenGL fixed function pipeline (thankfully I discovered an AB extension function in the gl.h file that allows addition fields to be passed to the GPU).
I’m using SFML for the graphics framework which I think is OpenGL 1.x
Game to show what’s possible: https://store.steampowered.com/app/2287430/Metropolis_1998/