Re: Why do we need a new standalone 2D drawing API?
Brian Paul <brian-CdwZJljFklH+2FeEXyspIVaTQe2KTcn/@public.gmane.org>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Organization | Tungsten Graphics, Inc. |
| Message-ID | <[email protected]> |
Sean Middleditch wrote: > On Tue, 2003-11-25 at 18:45, Jon Smirl wrote: > >>Before this gets totally lost in the other thread, let's start a new one.... >> >>Why do we need a new standalone 2D drawing API? The OpenGL API has been >>standardized, published in books, taught in classes, widely implemented, etc. >>What is so awful about the OpenGL 2D API that requires designing a completely >>new API? Everyone keeps saying it is lousy, but what are the reasons? > > > Because OpenGL is a crappy 2D API. Nobody wants to use it for 2D. Jon asked you what's so awful about the OpenGL 2D API and that's your response??? I think both he and I are genuinely interested in learning what the problem is, in concrete terms, not glib remarks. Can you please clarify what's "crappy"? > Even > apps that make heavy use of OpenGL end up writing huge wrappers to get > 2D work done. Application developers will reject having OpenGL shoved > down their throats, and will either continue using the old classic X, or > just write a big wrapper for it anyhow. That just wastes everybody's > time for absolutely no good reason other than, "We don't feel like > giving you a usable 2D API, just OpenGL." > > Apps today already have the full option of using OpenGL. Heck, they've > had the option for years. Why do you think none of them chose it? I believe people have successfully used OpenGL for 2D oriented applications. It just hasn't been widely done, for possibly a variety of reasons. -Brian