mikel wrote:
Awesome. Good to see that there is still active users, forum have been quite quiet and hopefully others find this engine (from git) and give it a try. attila, you should put horde3d.org link in README.md
I have modified README.md, thanks for pointing out the missing infos.
mikel wrote:
If there will be api changes, I can then keep C# wrapper up-to-date because Im coding with it.
thanks for this. I will work on gles2 and d3d11 ports first. The only changes I'm thinking about some kind of caps query to
get hardware support info. Currently the user only gets a warning in the log about missing floating point texture suppport,
non-power-of-two support, and multisampling. Also compressed texture support(s3tc,etc,pvrtc) should be optional at initializion and could be queried after initialization to load one of the available texture format at runtime.
mikel wrote:
Offtopic but on that android project, do you use SDL HG (2.0), it will be released officially soon (I read it somewhere)? There is java class which sends all android touch etc commands to sdl so user can use these in his/her c/c++ application.
I still haven't decided how to implement the samples on different platforms. At first I will work on windows implementation. SDL HG would be one option. A simple framework library native implemented on each platform would be another option, on android this could be done using NativeActivity, on iOS with GLKit. Help would be appreciated here.