-Kosh- wrote:No, not at all. I just do not see this project adding code to the codebase that only works on one platform.
My point is that a DirectX layer isn't exactly the only platform-specific ifdef we have in Warzone. Sure, it's the biggest, but if someone else volunteers to maintain it, why not? Too greedy that you'll reject anything that doesn't help you specifically? (Obviously, this is not true, but the point is that having code that helps 80% of the userbase shouldn't be excluded on the basis that it's platform-specific; there are features that help even smaller proportions of the userbase - such as, I'm guessing, the entire Gamma campaign.)
-Kosh- wrote:If the codebase was windows specific then it would not be able to be compiled on any other platform. That is all I was saying. In the original code they had the PSX code blocks in #ifdef block. I was thinking you would do that again.
We wouldn't. We'd keep it in a separate file; the #ifdef would probably be in the form
Code: Select all
#ifdef USING_DIRECTX
#include <display3d_directx.c>
#else
#include <display3d_opengl.c>
#endif
-Kosh- wrote:I do not think your argument over compilers, packages (if you want to call DMG that) or video drivers washes. All this stuff has nothing to do with being able to compile the codebase on as many platforms as possible. Those are all external.
See my first point. What do you have against a change that will help the vast majority of players, doesn't hurt anyone, and that you don't have to do anything for?
We clearly already cannot compile the
entire codebase at once, anyway; that's what ifdefs are for.
-Kosh- wrote:How would you be able to pick which rendering engine on windows then? AFAIK you need to make it into a dll to do this, then use the correct one.
No, no, I mean you'd still be able to compile an OpenGL version for windows. We'd probably offer it to people who were having issues with the DirectX version.