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Which graphics module do you use?

Which graphics module do you use?

  • Mojo1

    Votes: 15 75.0%
  • Mojo2

    Votes: 8 40.0%
  • OpenGL

    Votes: 3 15.0%

  • Total voters
    20

MikeHart

Administrator
Joined
Jun 19, 2017
Messages
3,597
I would like to know which graphic API do you use? If you have more than one in use, I would love to hear why you do that.

Personally I have mojo1 and mojo2 in use because of the two frameworks I have created.
 
Last edited:
Mojo 1 for my current project using Ignition X
Mojo 2 for everything else but I'm not coding anything else at the moment
 
Mojo 1 because I want my games to run on old Windows PCs that haven't been updated for a while. With Mojo2 even small examples didn't run at all, giving some errors about missing .dll etc. on three of five tested PCs.
 
I think mojo1 is a brilliant system which sadly seems to be forgotten for Mojo2 etc it does allow for much more games to be made on simpler machine and allows for OpenGL 1.x support which does open up a whole new area which is neglected by newer versions of previous languages.
 
Well, if you want shaders, you need to go higher than OGL 1.x
 
Pfft shaders... I can have shaders on Mojo1: SetAlpha 0.5; DrawRect(0,0,ScreenWidth,ScreenHeight)... look I've added shade to the game :)
 
The gles20 module, I carved out a render library that allows the same GL code to run on Win, Mac, iOS, Android, WebGL. Takes care of all the platform specific bits so I can just think about drawing abstracted away from what platform. With a bit of sugar to allow GLES2.0 style shaders across all.
 
Mojo 1 and gles20 module. That gles20 modules is very powerful if you know how to write shaders. It is also a nightmare to use, because to debug the shader you only have yes or no (white screen or black screen).
 
I use mojo.app, mojo.input and mojo.audio, but for graphics I use Vortex2 (not officially released yet, I am still working on it), which is based on OpenGL ES 2.
 
Coming back to Cerberus / Monkey X. I prefer Mojo2 because its pretty easy to me to use image atlases and because of the render to texture feature. And shaders. I'm also a hobbyist and am not concerned about older hardware though.
 
Mojo 1 and gles20 module. That gles20 modules is very powerful if you know how to write shaders. It is also a nightmare to use, because to debug the shader you only have yes or no (white screen or black screen).

I put a good chunk of time into checking and logging glGetError and the shader logs. Saves a lot of time and sanity in the long run.
 
There is shader logs? I better look into that. Thanks.
 
For new stuff Mojo2 because of the DrawPrimitives(), that allows me to draw vector drawings. Often rendering them off screen to a bitmap in the device resolution.
 
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