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Engine initialize / finalize


tec.imp
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Hey there,

 

as a result to the problem ZioRed and I had/have i would like to request two API functions which allows us to:

 

1) Initialize the engine with or without graphic initialization (think dedicated server)

2) Finalize the engine while not shutting down the whole application. (unloading the dll is one way, but rather clunky)

 

About the first part I really like to see this because it is imperative to me to be able to build a dedicated server with full scene/physics but without any graphic support.

 

Thank you.

 

 

Mfg Imp

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In version 3.0, the graphics driver will be abstracted so that you can define a renderer for the different platforms. A "do-nothing" renderer will be included for writing a dedicated server. It might also be useful for other programs where you don't want to create a graphics window, like a file conversion utility.

My job is to make tools you love, with the features you want, and performance you can't live without.

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In version 3.0, the graphics driver will be abstracted so that you can define a renderer for the different platforms. A "do-nothing" renderer will be included for writing a dedicated server. It might also be useful for other programs where you don't want to create a graphics window, like a file conversion utility.

THIS will be really a nice feature! :)

?? FRANCESCO CROCETTI ??

http://skaredcreations.com

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Thanks Josh that sounds great! A null Renderer is exactely what I'm looking for.

 

Is there an estimate release date for ver. 3.0 ? (I guess when its done :)

 

Until then I was thinking of writing an Opengl32.dll wrapper which bypasses the LW initialization. The thing is, I dont have a clue what LW is asking Opengl32.dll and what i have to give back to let LW think all is fine while it actually is not :P

 

Any thoughts ?

 

 

Mfg Imp

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You might be okay with the fake DLL approach. I'd start by returning all zeros (if the function returns anything) and if that doesn't work on, start returning indexes for textures, vertex arrays, shaders, shader uniforms, and vertex buffers.

 

Is there an estimate release date for ver. 3.0 ? (I guess when its done :)

You guess correctly!

My job is to make tools you love, with the features you want, and performance you can't live without.

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