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Re: Can we have some DirectX support?

Posted: 16 Nov 2008, 20:07
by KDR_11k
DirectX does not automatically mean Direct3D, many OpenGL games use DirectX for the other IO stuff and only remove D3D.

Re: Can we have some DirectX support?

Posted: 16 Nov 2008, 20:14
by AF
Spring was always OpenGL, SJ even went as far as saying spring is lesson n#200 in the neheGL tutorials

Re: Can we have some DirectX support?

Posted: 16 Nov 2008, 23:12
by Argh
Spring still uses DirectSound.
Stupid question- aren't BuildBot versions using OpenAL? If yes, I'd vote for removing DirectSound from the Windows version, the BuildBot SVN builds have not had any sound issues in ages.

Re: Can we have some DirectX support?

Posted: 17 Nov 2008, 09:31
by Tobi
zwzsg wrote:The funny thing is that initally, Spring used DirectX and no OpenGL, and it was rewritten as the Swedish Yankspankers developpers were replaced by some Open Source devs from elsewhere.

Or maybe it was only DirectSound?
DirectSound only. For as far as the public source control systems go back, Spring has been OpenGL.

And indeed, as lurker said, it still uses DirectSound on Windows for sound and (indirectly) DirectInput for input.
AF wrote:Spring was always OpenGL, SJ even went as far as saying spring is lesson n#200 in the neheGL tutorials
Not just saying, the file containing the main() function (program entry point) was called Lesson2.cpp for a long time, with even some NeHe comments remaining :-)
Argh wrote:
Spring still uses DirectSound.
Stupid question- aren't BuildBot versions using OpenAL? If yes, I'd vote for removing DirectSound from the Windows version, the BuildBot SVN builds have not had any sound issues in ages.
No, buildbot compiles are (or should be) identical to native build with same compiler version, same mingwlibs package etc., so they use DirectSound too.