With GDD in place, we already have quite a few parameter types. And there are proposals for even more types:
For OGraf Renderer and Controller implementations, it is not trivial to support all these types. In LiveOS for example, we only support the types that were already there in our Graphics Engine, as a first step. I can imagine we're not alone and other implementers skip some types as well.
How do we deal with these 'partial' implementations? Some options I see:
- just state that an implementation is "not compliant" when not implementing all the types
- describe the minimal set of types that need to be implemented to be compliant and come up with a fallback plan for the remaining types
- come up with a mechanism for announcing which types are supported?
I think the second option is the cleanest and also how GDD was originally designed I guess (Johan?). However, we should be more explicit in the text on how implementers of renderers and controllers should deal with it.
With GDD in place, we already have quite a few parameter types. And there are proposals for even more types:
For OGraf Renderer and Controller implementations, it is not trivial to support all these types. In LiveOS for example, we only support the types that were already there in our Graphics Engine, as a first step. I can imagine we're not alone and other implementers skip some types as well.
How do we deal with these 'partial' implementations? Some options I see:
I think the second option is the cleanest and also how GDD was originally designed I guess (Johan?). However, we should be more explicit in the text on how implementers of renderers and controllers should deal with it.