Tarp
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Thoughts about single header wrapper for GLES3/WebGL2, GL3.3, D3D11 and Metal as Tarp backend
I love the simplicity of this library. The only flaw in my opinion is the backend being too tightly integrated.
My suggestion is using a backend abstraction which is in a form of another single header library like https://github.com/floooh/sokol
Would something like this be interesting to the authors?
Also I'd appreciate any pointers on how to go about doing this as well as more details about the current opengl implementation and how it could be replaced.
Hi,
I am not really actively working on this anymore right now due to time constraints and also realizing that I prefer a triangulation approach over the stencil buffer approach currently used in Tarp as that gives a lot more flexibility and is more suitable for modern hardware.
That said, as far as I can tell from glancing over it, sokol should support all the rendering features needed to implement a suitable rendering backend (namely stencil buffers).
If I ever get to it, I'd much rather create a more modern backend using something like vulkan or wgpu.
Let me know if there are any more specific questions that I can help with.