Crisot, Hans a répondu sur Amigans (sur le sujet consacré à ton jeu) :
"I know. I read some of his MiniGL criticism, and I disagree with a lot of what he says. I have refrained from commenting so far, but since you brought it up...
Crisot is absolutely correct that using Warp3D directly will give you better performance than using MiniGL. His preference to use Warp3D directly isn't surprising given that he knows how to use it and is writing stuff from scratch. However, his criticism of MiniGL is overly harsh because there is no way that any OpenGL via Warp3D library could be made without adding performance reducing overhead.
Crisot claims that MiniGL renders polygons one by one, but that's not true. It assembles them into vertex arrays even when the app/game developer provides vertices one by one. So, it renders groups of primitives at a time (where possible). Developers should be passing MiniGL vertex arrays, anyway. In fact, MiniGL even supports the GL_EXT_compiled_vertex_array extension, which Quake 3 uses to improve performance. I tried disabling this extension once, and the difference was noticeable. Sadly, very few know that this extension even exists in the OpenGL specification.
Crisot complains about MiniGL's locking method, which is unusual. However, it's unusual for a reason. MiniGL holds on to the lock as long as it does is to maximise performance while minimising audio stuttering. Yes, you read correctly: the smartlock mode maximises performance while minimising audio stuttering. The difficulty is that OpenGL has no concept of hardware locking, and so doesn't indicate when is a good time to lock and unlock the hardware. Hence, the complicated locking system. It is possible to set MiniGL to manual lock mode and take full control, but most people aren't going to do that, especially with *nix ports. Even then, a custom Warp3D engine will be faster...
MiniGL is significantly faster than StormMESA. I don't know the exact numbers but, IIRC, it is at least twice as fast. The bottom line is, mapping the OpenGL API to Warp3D efficiently isn't easy, and MiniGL does a pretty good job. There may well be a more efficient method, but it will never be anywhere near as efficient as using Warp3D directly. "
J'ai rien traduit (ça ne concerne que les spécialistes 3D). Mais en substance il dit qu'il est pas trop d'accord avec toi et qu'il existe bien certaines fonctions MiniGL que tu dis ne pas exister.
Mais il est te rejoint sur le fait qu'un moteur Warp3D sera toujours plus rapide qu'un moteur MiniGL reposant ensuite sur Warp3D.
Il est aussi bien content que tu bosses sur ce projet et trouve que ce proejt est très prometteur ! :-)
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