[quake2] quake2 eye candy question

Michael Laajanen michael_laajanen at yahoo.com
Thu Jun 13 14:51:58 EDT 2002

--- Nicolai Haehnle <prefect_ at gmx.net> wrote:
> Am Donnerstag, 13. Juni 2002 16:41 schrieb Brendan Burns:
> > Since both the GLX and SDLOpenGL drivers use (mostly) the same
> OpenGL
> > code, I think it would be possible to build ref_eycandyglx and
> > ref_eyecandysdlgl.  So if you are using SDL and OpenGL you could
> have
> > the ey-candy, otherwise you are back with the basic SDL software
> > renderer and no candy ;-{
> I'm a lurker really, but I think I'll throw my 0.02 euro in because
> one point 
> is missing in this debate...
> What about simplicity? *nix people (including me at times) seem to
> enjoy 
> adding thousands of options, but this hopelessly overwhelms "normal"
> people.
> I mean, is there an actual difference between say glx and sdlgl as
> far as the 
> quality of the output is concerned? Is there anything glx can do that
> sdlgl 
> can not do or vice versa? Somebody who's new to this quake 2 base
> will 
> probably be quite confused as to which target they should choose.
> Adding more 
> will just make it worse.
> IMHO it would be best to kill some of the targets off and keep e.g.
> sdlsoft, 
> sdlgl and eyecandysdlgl (another combination is possible of course)
> unless 
> there are technical arguments against this. It will certainly make
> things 
> clearer for people.
> cu,
> Nicolai

michael_laajanen at yahoo.com

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