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#21
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| mp2sleep@hotmail.com wrote: > User Interaction is about mapping I/O "events" > to coordinate positions on the Window, so I presume this > is as straight forward as I/O. The problem is: You won't be able to get access to the I/O because the operating systems drivers have locked it. > much universal if someone is looking for portability(I > am more interested in writing to as few different target > APIs on Windows as it is possible to do so). Then use a wrapper. SDL and GLUT are very minimalistic. >> Still you need the Win32 API (or DirectInput) to process the >> actual input events. You can't circumvent this. > > Agreed to the extent that OpenGL does not by itself > understand display-unrelated stuff, DirectX does. DirectInput, but that is something completely different than Direct3D. BTW: Many OpenGL games use DirectInput, as it provides those kinds of input processing, that is important for games. > The Window that the Windowing system (Win32) would be relied > upon for creating can be an absolutely minimalistic Window > whose sole purpose is to establish a bounds for the > application which created that Window(resizing of Window > and all that goes through the native API). That's possible, but it requires more quirks, than letting the operating system doing the whole stuff (you must process 4 more events so that the windowing system knows, that the window has been minimized/maximized/resized/hidden/revealed. > I/O performance is very difficult to measure. I presume User input is more than I/O, because on a modern operating system you have multiple processes accessing user input at once. > Is your modeller available as a free download :-) ? It will be when we release our engine (actually the modeller is using the engine's infrastrucure), but as the engine will later be licenced we cannot release it yet. (Our licence is, that you can freely download the engine's sources. As long as it is only used in OpenSource and Freeware projects you don't have to pay licence fees. For commercial use you will need a licence. However at the current stage a release of the engines code not allow for licencing as it is still incomplete. But OTOH some people might try to harvest it because, what we have now is very hardly to getting compiled (hundreds of yet undocumented dependencies and other problems). Give us another year and we will be ready to release). -- Wolfgang Draxinger |
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#22
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| > I don't want to seem pedantic, but DirectX is NOT a single API like > OpenGL, it is a group of unrelated APIs that Microsoft slapped > together under one heading. Well, wording like that does seem to be a little pedantic Phil... They weren't 'slapped together' and they're not 'unrelated.' They're all related to game development, they just solve different aspects of the overall 'game development' issue. > To compare apples to apples, you need to > compare OpenGL to Direct3D, and Direct3D knows nothing about input or > windowing any more than OpenGL. OpenGL compares to DirectX Graphics, there is no longer a "Direct 3D" component of DirectX. WTH |
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#23
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| > I don't want to seem pedantic, but DirectX is NOT a single API like > OpenGL, it is a group of unrelated APIs that Microsoft slapped > together under one heading. Well, wording like that does seem to be a little pedantic Phil... They weren't 'slapped together' and they're not 'unrelated.' They're all related to game development, they just solve different aspects of the overall 'game development' issue. > To compare apples to apples, you need to > compare OpenGL to Direct3D, and Direct3D knows nothing about input or > windowing any more than OpenGL. OpenGL compares to DirectX Graphics, there is no longer a "Direct 3D" component of DirectX. WTH |
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#24
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| > I don't want to seem pedantic, but DirectX is NOT a single API like > OpenGL, it is a group of unrelated APIs that Microsoft slapped > together under one heading. Well, wording like that does seem to be a little pedantic Phil... They weren't 'slapped together' and they're not 'unrelated.' They're all related to game development, they just solve different aspects of the overall 'game development' issue. > To compare apples to apples, you need to > compare OpenGL to Direct3D, and Direct3D knows nothing about input or > windowing any more than OpenGL. OpenGL compares to DirectX Graphics, there is no longer a "Direct 3D" component of DirectX. WTH |
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#25
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| > The problem is: You won't be able to get access to the I/O > because the operating systems drivers have locked it. You can very easily program the mouse by handling the WM_LBUTTONDOWN, WM_MOUSEMOVE, ... messages. Likewise for every other non-display I/O device. Thus, the combination of OpenGL(for display) & Win32 mouse, keyboard works. |
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#26
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| > The problem is: You won't be able to get access to the I/O > because the operating systems drivers have locked it. You can very easily program the mouse by handling the WM_LBUTTONDOWN, WM_MOUSEMOVE, ... messages. Likewise for every other non-display I/O device. Thus, the combination of OpenGL(for display) & Win32 mouse, keyboard works. |
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#27
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| > The problem is: You won't be able to get access to the I/O > because the operating systems drivers have locked it. You can very easily program the mouse by handling the WM_LBUTTONDOWN, WM_MOUSEMOVE, ... messages. Likewise for every other non-display I/O device. Thus, the combination of OpenGL(for display) & Win32 mouse, keyboard works. |
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#28
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| stafygrahics@yahoo.com wrote: >> The problem is: You won't be able to get access to the I/O >> because the operating systems drivers have locked it. > > You can very easily program the mouse by handling > the WM_LBUTTONDOWN, WM_MOUSEMOVE, ... messages. That is not I/O, that is called event processing. I/O would be if you'd use raw access to the hardware (i.e. writing a driver). Ok, in Linux you _can_ access /dev/input/mouse* but that is already an abstracted interface, where the whole I/O process already has been done for you. -- Wolfgang Draxinger |
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#29
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| stafygrahics@yahoo.com wrote: >> The problem is: You won't be able to get access to the I/O >> because the operating systems drivers have locked it. > > You can very easily program the mouse by handling > the WM_LBUTTONDOWN, WM_MOUSEMOVE, ... messages. That is not I/O, that is called event processing. I/O would be if you'd use raw access to the hardware (i.e. writing a driver). Ok, in Linux you _can_ access /dev/input/mouse* but that is already an abstracted interface, where the whole I/O process already has been done for you. -- Wolfgang Draxinger |
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#30
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| stafygrahics@yahoo.com wrote: >> The problem is: You won't be able to get access to the I/O >> because the operating systems drivers have locked it. > > You can very easily program the mouse by handling > the WM_LBUTTONDOWN, WM_MOUSEMOVE, ... messages. That is not I/O, that is called event processing. I/O would be if you'd use raw access to the hardware (i.e. writing a driver). Ok, in Linux you _can_ access /dev/input/mouse* but that is already an abstracted interface, where the whole I/O process already has been done for you. -- Wolfgang Draxinger |
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