[sldev] DirectX - feasible to replace?

Ambrosia chaosstar at gmail.com
Mon Feb 2 00:15:35 PST 2009


>From the experimentations of a friend with the viewer I can say that,
yes, DirectX only handles the vram detection and joystick handling in
the viewer. Of course the latter could be a big deal, as I suppose the
Space Navigator ties directly into that. Removal of the DirectX
dependency is easy enough tho. The results of it? needs more testing I
guess.

Given that Intel has opensourced their graphics drivers for linux,
which relies on OpenGL for the most part, detection of their chipsets
should actually by now be easier to do that it once was. An
interesting notion would be to collect some experiences from the Linux
viewer users. Given that that one doesn't use the DirectX SDK for
hardware detection, have there been certain cases where the Linux
viewer failed to detect hardware properly, with negative results other
than a simple 'can't detect X' message?

What kind of input API gets used in the Linux viewer for joysticks by the way?

On Sun, Feb 1, 2009 at 21:47, Soft <soft at lindenlab.com> wrote:
> On Sun, Feb 1, 2009 at 12:24 PM, Lawson English <lenglish5 at cox.net> wrote:
>> Argent Stonecutter wrote:
>>>
>>> On 2009-01-31, at 14:17, Gareth Nelson wrote:
>>>>
>>>> Removing DirectX from the include paths is precisely what i'm doing -
>>>> by not adding it in the first place. Since i'm trying to get a decent
>>>> cross-compile environment up and running for linux-hosted compiles i'm
>>>> starting off with only the mingw32 includes and mesa includes.
>>>
>>> Oh, that would be so nice. Developing under Visual Studio or XCode is so
>>> frustrating when you're used to a reliable and documentable command line
>>> environment.
>>>
>> Thought you could drop into the command line with xcode...
>
> One can use XCode 100% from the command line. It basically replaces
> make in this use. All the GUI tools have command line equivalents --
> except for the class charting and browsing tools and the GUI designer,
> of course.
>
> Within the Xcode IDE, one can also flip back and forth between the GUI
> and using gdb directly. This is handy if somebody is more comfortable
> with gdb, or if they have fancy macros/scripts/extensions that can't
> be exposed through the GUI.
>
> Reliability is another thing. I crash the IDE to the desktop a couple
> times a week myself. I've basically learned to never double-click
> *anything* in the IDE when debugging.
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