Lionel Ulmer wrote:
On Tue, Oct 18, 2005 at 12:08:04AM -0700, Dan Kegel wrote:
I'm tempted to say skip the workaround, at least for the first pass, and just implement the real fix using the opengl extension. As Sippel said, people who use apps like Lightwave (and maybe Quake3 Radiant :-) tend to have the latest 3d hardware and drivers anyway.
I would tend to do the reverse. First code what works on all cards / drivers (that would be pbuffers which are pretty much supported on all cards that I know of) and then only code the 'fast path' if any.
Any feeling which would be easier to code? I had a vague feeling that using the opengl extension would be easier, but maybe I'm all wet. - Dan