![]() ![]() ![]() I am not planning on using the Kotlin generator approach or SWIG during the very early development stages. This allows for easy transition between the two languages and to easily apply examples and tutorials to LWJGL 3. Just like with OpenGL, the goal for the D3D binding is to make a Direct3D application written in Java with LWJGL 3 feel like it has been written in C++. So, window creation code is going to be done in Java with the Win32 API functions, like in WindowsDisplay and WGLDemo. Regarding Win32 API for window creation, LWJGL 3 already has everything for that. Therefore, I am planning to map the most necessary C++ classes in Direct3D 11 to Java interfaces or classes.įor example, ID3D11Device will become a real Java interface with virtual methods.Įach Java class and interface shall have the same methods that you can invoke on them like the virtual functions in its Direct3D C++ class. ![]() This is going to be a bit more involving than the OpenGL binding, because Direct3D is an object-oriented API and meant to be used via C++. I have just recently begun implementing the humble start of a Direct3D 11 binding for LWJGL 3.
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