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So I need your opinion on something. Vulkan requires a engine version. Should that be the raylib version or the rlvk version? And there is also an application version parameter. Should that be something that just is always 1.0.0? Or should it be something that should be added to both rlgl and rlvk? And let rlgl just log it to the console? So developers can keep track of the version when in debug? |
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So after a period of kinda not doing anything with this, I decided to give it another shot. I'd like to have the way to go about this nailed down first. One of the first things to think about is how to get started adding Vulkan support. Someone in the discord suggested to split rlgl into a header file called rlgraphics and a .c file with all code. That way I can more easily add vulkan support and ensure that the function definitions stay the same. |
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@mandar1jn |
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Folks who continue to want this should look at how raylib has been abstracted to allow other backends. This has already been done for SDL. Look at |
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I'm planning on adding Vulkan support to Raylib, but there are some things I need to know first.
The goal is to be able to compile for both OpenGL and Vulkan without having to change your program.
How would you guys recommend I go about this?
Anything you'd like to see?
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