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This repository was archived by the owner on Sep 25, 2019. It is now read-only.
This repository was archived by the owner on Sep 25, 2019. It is now read-only.

GLS3D design #16

@tepGithub

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@tepGithub

Hi,
The more I get to know FlasCC and GLS3D, the more I found that we can actually write GLS3D in C++. When implementing the shaders, I thought I can't create Stage3D objects in C++. However, it turns out that there's AS3++ header file, so that we can create Stage3D objects in C++.

So, the question becomes:

  1. Do we actually need the action script code to translate from GL calls to Stage3D calls?
  2. What is the initial design of GLS3D? Is it to provide GL layers to both AS code and C++ code? If yes, then it makes sense to have AS code. If not, we can probably write the library entirely in C++ (which can be more efficient). Is there any gotcha's when doing that?

Another advantage of doing everything in C++ is that we can include OpenGL library and thus we don't need to create GL constants for action script code.

Thanks.

-tep

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