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Subject: Re: [boost] boost::directx?
From: David Bergman (David.Bergman_at_[hidden])
Date: 2009-06-08 18:58:53

On Jun 8, 2009, at 6:40 PM, Emil Dotchevski wrote:

> On Mon, Jun 8, 2009 at 3:18 PM, Peter Bindels <dascandy_at_[hidden]>
> wrote:
>> Hi Christian,
>> 2009/6/8 Christian Schladetsch <christian.schladetsch_at_[hidden]>
>>> I have repeatedly stated that I have no wish in (re-)virtualising
>>> hardware,
>>> providing a generalised API, or arguing about OpenGL. I proposed
>>> the name
>>> to
>>> be boost::directx because I am concerned about game developers
>>> that use
>>> C++,
>>> DirectX, and boost. I am not interested in boost::graphics or
>>> similar
>>> attempts at nightmare creation.
>> DirectX cannot be portable, outside of the muliple platforms that
>> it already
>>> supports: Xbox360 (native and XNA) and Windows, and WINE.
>> I interpret the Boost rule on portability to have a basis of "the
>> basics
>> must be platform-independant and portable, and you must show this by
>> implementing at least two platforms' worth of it". If you start off
>> by
>> stating your intent is to wrap DirectX it very strongly feels like
>> a bad
>> idea to add it to Boost, as it'll break the assumptions (valid or
>> not) many
>> people have about Boost.
>> I'm interested in a cross-platform graphics base system and I don't
>> care
>> what it's based on. OpenGL is not as dead as you would like it to
>> be, nor is
>> OpenGL ES.
> I haven't followed the discussion and I apologize if I'm repeating
> something, but in my mind if three is a useful library A, and if we
> could provide a layer (wrapping?) which makes library A work better
> with Boost, the only question should be how popular library A is, and
> how many of library A's users would benefit from an easier Boost
> integration.
> Specifically, what platforms that library runs on is not important.

It is important to the ideal of Boost, in my humble opinion (and
interpretation of the stated goals of Boost.)


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