[gameprogrammer] Re: Optimizing opengl rendering
- From: David Olofson <david@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 5 Apr 2005 22:33:29 +0200
On Tuesday 05 April 2005 19.05, tobias.langner@xxxxxxxxxxx wrote:
[...]
> I'm just curious - how is this wrapper called?
To use the (old, deprecated) wrapper, you basically include "glSDL.h"
instead of "SDL.h" and then use the SDL API as usual. glSDL.h is a
quick'n'dirty hack that redirects some SDL calls to glSDL_*()
replacements. These replacements are defined in glSDL.c, which you
have to compile and link to your application, one way or another.
glSDL/backend hooks into the internals of SDL, just like any other
video backend. No difference to applications, except for a shortcut
to activate it; the SDL_GLSDL flag that you can pass to
SDL_SetVideoMode(). It's also possible to force glSDL upon
applications that don't explicitly support it, by means of an
environment variable.
> Is it Open Source?
Yep. LGPL, just like SDL. (It was intended to become an SDL backend
from the start, provided it turned out well enough.)
> Where can you read the docs?
The API is the usual SDL API for both "flavors" of glSDL.
However, due to limitations of OpenGL and the SDL API, there are some
pitfalls to avoid. There is some information about how to maximize
performance with glSDL on this site:
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl.html
Most of the information on that site actually applies to h/w
accelerated SDL backends in general; not just glSDL. It's just that
due to the nature of OpenGL, some of these things can have severe
impact on performance with glSDL, while not being all that serious
with most other backends. ("Directly" accessing the screen would be
one example.)
//David Olofson - Programmer, Composer, Open Source Advocate
.- Audiality -----------------------------------------------.
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- References:
- [gameprogrammer] Optimizing opengl rendering
- From: jorgefm
- [gameprogrammer] Re: Optimizing opengl rendering
- From: David Olofson
- [gameprogrammer] Re: Optimizing opengl rendering
- From: tobias . langner
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- » [gameprogrammer] Re: Optimizing opengl rendering
- » [gameprogrammer] Re: Optimizing opengl rendering
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- [gameprogrammer] Re: Optimizing opengl rendering
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- [gameprogrammer] Re: Optimizing opengl rendering
- From: tobias . langner