Originally Posted By: MasterQ32
Damn! But the reflection is only for Rayne objects, right?

Yes, and only for subclasses of RN::Object. Which is the main class for everything high level, but for example RN::Matrix or RN::Vector2/3/4 and similar don't subclass from it to remain trivially copyable.

It tries to capture the best of both worlds, having handy high level objects, but not imposing the overhead for every object there is. And it allows us to not having to rely on any custom pre-processor.



Anyways, I looked into the Demo subfolder, and what I'm missing a bit is high level abstractions. For example in the asset demo, why do you have to rotate the object through its shader?! And why is setting up OpenGL state necessary, can't the renderer do that? Dunno, at least that's how it seems, I might be wrong since I really just took a short look.

On the plus side, the naming is consistent from what I can tell, and no bullshit abbreviations that no one gets and for which you have to consult the documentation every fricking time.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com