It is *very* limited. It doesn't even have stateblock
interface declaration, and it's surface implementation is pretty much
none […]
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It is *very* limited. It doesn't even have stateblock
interface declaration, and it's surface implementation is pretty much
nonexistent. It doesn't care about any of the corner cases that make
d3d9 interesting.
Note that this is not an exhaustive review of this code. It's just the
first two things I found in a 2 minute look.
Those limitations make sense as design decisions for Valve's purposes,
but they make this wrapper useless for anything other than a cheap
compile-time abstraction layer between d3d and gl. Releasing this code
may be useful for other developers who want to port a game to Linux
though.