When you get to this point, you might just as well do like the IrrlichtNX guys did and call the modified engine something else. Their "version" of Irrlicht became IrrlichtNX and now it's evolved to the point where it bears little resemblance to the original and it's been renamed again. Lightfeather I believe. The codebase has changed enough that a person would be hard pressed to use their Irrlicht programming knowledge in working with Lightfeather.why not do irrlichtOpenGL and irrlichtX
So where's the benefit? YAPA (Yet Another Programmming API? )A greater dependancy on the MS libs that drive it? Potentially more difficulties in deploying your game because the end user needs to have a particular set of dlls and may be forced to upgrade if they don't? "Shutting out" a market segment for your game that can't run it because they have older hardware and can't upgrade? Just to have more "cool" features?
BTW, the MS DX SDK is a nightmare to use, IMO. (I do have some good books on the subject...)
There are a lot of factors to consider in making a choice like developing for a single platform with a singular rendering API...
However, it's Spintz' call...


