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rtx use example #32
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Thanks for asking about ray tracing capabilities in PasVulkan. I am still actively working on integrating this feature. It's a complex task that requires careful implementation to meet the performance and functionality standards I've set for PasVulkan. And I appreciate your question on why SDL is utilized in specific contexts within PasVulkan. Allow me to outline the reasoning behind its selective integration based on the operating system: The integration of SDL is highly contingent on the operating system:
Overall, SDL is integrated into PasVulkan where it offers significant advantages, which is mainly in the Linux environment. But for Windows, PasVulkan takes advantage of the robust native OS APIs, and on Android, it strikes a balance between SDL and native APIs based on what offers the best outcome for performance and control. I hope this clarifies why SDL is used selectively in PasVulkan as cross-OS-API-wrapper, at least for Linux and Android. Should you have further questions, feel free to ask. |
Is no equivalents like ImGUI for Pascal for glfw/vulkan, no SDL? |
At least, PasVulkan has its own quite feature-complete GUI framework, but it's a retained-mode GUI and not an immediate-mode GUI, because I personally don't like the idea behind ImGUIs. In my opinion, retained-mode GUIs (RmGUIs) offer a superior approach to user interface design, particularly due to their robust handling of state and event management. The upfront layout and automatic state retention simplify the development process, making it far more convenient to handle user interactions and dynamic changes within the UI. This built-in efficiency is a significant advantage, enabling the creation of complex, responsive interfaces with less manual overhead. Admittedly, immediate-mode GUIs (ImGUIs) can facilitate quicker development and more straightforward iteration of GUIs, often in a single pass, which can be particularly beneficial during prototyping or for simpler interfaces. However, it's important to weigh these advantages against the potential downsides, such as less efficient rendering and more complex state management, to determine if it's the best approach for a given project. But tastes are different, after all. I myself favor RmGUIs. :-) |
I want to see as soon as possible your rtx approach with RmGUI. |
I've been working on a binding for ImGui in Pascal ^_^ You may find it interesting. |
did you use OpenGL3 or SDL? |
SDL2 is for window creation, and OpenGL3 is a renderer. |
I wish not use SDL. Like in c++ version of ImGUI ;-) |
ImGui has a lot of backends, and SDL is one of them; you can use any of them. |
I dont use Discord. |
I have 2 questions.
thank you!
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