In article <002e01c62c56$132d3fe0$0301a8c0@Production>, "Paul" <pdeleeuw@deleeuw.com.au> writes:
There is a LOT of work... to be done. It is huge and if we can segment the task somehow, it would work. I tried starting with the XFract code and got horribly lost. It is well worth the effort if we can achieve it somehow.
I did it once, but my changes were never re-merged back into the trunk.
We are not sure how to proceed.
The way I proceeded was to print out *all* the sources to fractint and study them. That gave me an overview of the entire beast. From there, I took the xfractint sources and refactored the X Window stuff into its own "device". My intention was to introduce a device and platform abstraction by having a structure of function pointers. All the calls to the global UI functions were instead redirected through the current device structure. This also would let you change the device on the fly (for things like switching between fullscreen DirectX and windowed Win32). Overall I still think this is the way to go, whether or not my code ends up being used is immaterial. I just never found enough cycles to drive it to 100% of completion. Its probably best to do that push all by one person. Its tedious, not hard. After that is done 100% then adding new devices is easy. -- "The Direct3D Graphics Pipeline"-- code samples, sample chapter, FAQ: <http://www.xmission.com/~legalize/book/> Pilgrimage: Utah's annual demoparty <http://pilgrimage.scene.org>