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
3,135
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:

Pierrou

Active member
Joined
Jul 6, 2017
Messages
230
Mojo 1 for my current project using Ignition X
Mojo 2 for everything else but I'm not coding anything else at the moment
 

Phil7

Administrator
CX Code Contributor
3rd Party Tool Dev
Joined
Jun 26, 2017
Messages
636
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.
 

EdzUp

New member
Joined
Jun 21, 2017
Messages
37
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.
 

MikeHart

Administrator
Joined
Jun 19, 2017
Messages
3,135
Well, if you want shaders, you need to go higher than OGL 1.x
 

therevills

New member
Joined
Jun 21, 2017
Messages
15
Pfft shaders... I can have shaders on Mojo1: SetAlpha 0.5; DrawRect(0,0,ScreenWidth,ScreenHeight)... look I've added shade to the game :)
 

nullterm

New member
Joined
Jun 21, 2017
Messages
20
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.
 

Ferdi

New member
3rd Party Target Dev
Joined
Jun 21, 2017
Messages
87
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).
 

JaviCervera

Member
3rd Party Module Dev
Joined
Jul 12, 2017
Messages
81
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.
 

SC-Dan

New member
Joined
Jul 25, 2017
Messages
1
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.
 

nullterm

New member
Joined
Jun 21, 2017
Messages
20
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.
 

Ferdi

New member
3rd Party Target Dev
Joined
Jun 21, 2017
Messages
87
There is shader logs? I better look into that. Thanks.
 

Difference

Member
Joined
Jun 21, 2017
Messages
33
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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