Pear3DEngine – Small pixels draw a world

Finally, there is something to see. Okay, not very pretty. But that’s just the beginning.

The master of debugging

The first objects of the debug manager are ready and visible. Currently, spheres and cubes are useable. Great importance was placed on the speed and simplicity of the debug manager. Unfortunately, the speed of the debug manager still needs an improvement.

Fundamental questions

After the debug manager, the big question is clarified, whether to use our own shader language (P3DSL) or the API-specific shader languages (More work!!). Currently, I have no answer to the question.


The good thing about the P3DSL implementation is that it’s almost finished, allows high portability and caused no more work in future issues, but may add more bugs to the code.


English: Deferred rendering breakdown : Final ...

Deferred Rendering with a API-specific shader language; Image via Wikipedia

In turn GLSL, HLSL and co. allows quick and customized code, however, causes more work. Also GLSL and HLSL are not equal, they have fundamental differences. HLSL has built-in “pass” and technique support and GLSL not.

Other engines

Many engines prefer the second option or take CG. But now “C for Graphics” is not an option for the Pear3DEngine project. CG does not support OpenGL core profiles currently.

I will compare both options again and then you will get an answer to the question.

In summary: What do you think, P3DSL or GLSL/HLSL?

One thought on “Pear3DEngine – Small pixels draw a world

  1. Pingback: Pear3DEngine – and now? | PearCoding

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