
All valid points of view. You should create a top level thread if you want carry this discussion forward. I'll see you there. On Wed, Mar 24, 2010 at 3:59 PM, Fabio Fracassi <f.fracassi@gmx.net> wrote:
Tom Brinkman wrote:
If you read the whole thread,
I have, ...
which I dont suggest,
... why not, I quite enjoyed it. (I have some strange taste sometimes :) )
I clarified my comments. I said hardware accelerated graphics coding is done in assembly and some C.
Which is where I don't quite agree. A former coworker of mine wrote a (academically oriented) lib which loaded of the work to either gpu or cpu (compile time choice) with the same code (which looked simmilar to boost.ublas). The performance was au-par with cuda or handwritten shader code, and that without using any too sophisticated optimisations.
Of course there was some assembly and some c code (OpenGL calls) in the back end.
I think in mid term libs like that will aleviate the need to stoop to the lower hells (just kidding) of c code.
Of course, you can do graphics programming in any language including Lua. Wrappers have been created over the years for every higher level graphics language.
Thats not what I meant.
Regards
Fabio
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