[gameprogrammer] Re: SDL 2.0

On Wed, 2004-11-03 at 19:07, Stephane Marchesin wrote:
> Bob Pendleton wrote:
> 
> >>Of course, I think it's clear that I wanted to help. However, I've been 
> >>working alone until now.
> >>
> >
> >Not to me, but I'm not at the center of things. What are you interested
> >in working on and on what platform?
> >
> Well, I'm a linux user so I'm mostly working on linux/x11. However I can 
> stand a little windows from time to time (and I have a cross compiling 
> environment with wine just in case :).

Can you point me at a tutorial for setting up a cross development
environment like you have set up? I was thinking I was going to need
that just yesterday.

> Now for the features, what about asking on the SDL mailing list ? Here 
> are my ideas :
> - multi window is asked for a lot, but it's not the easiest of the pack

I'm working on that for X11. It is not easy. The SDL code base has
*many* places where a single window assumption is made by the code. I've
been working on this for 3 weeks and I'm not sure I even know how to
start. I'm doing some experiments to find out if what I think is true,
is true :-)

> - a stable blit scaling interface

Isn't that what OpenGL is for?

> - vsync support

I'm not sure that is technically possible. Anyway, SDL is designed to
work with vsync when it is there and to work without it when it isn't
there. I had a long discussion with Sam on that subject. The result of
the discussion is written up in one of my articles. 

> - something I have working on linux & windows already to detect whether 
> the current OpenGL visual has performance caveats. More generally, since 
> an increasing number of apps will make use of OpenGL in the future, I 
> think it would be nice if we can help these by supporting this kind of 
> small low level things (OpenGL vsync falls in the same category).

I've never run into a case where I the visual caused problems. Can you
give me an example? 

> - OpenGL-es integration (maybe make it more or less transparent ?)

I don't know enough to understand what you mean here. Do you mean that
you want the same level of support for OpenGL ES as we currently have
for OpenGL? I would think it could be done by writing the platform
specific code to use OpenGL ES instead of OpenGL. 

If the difference runs deeper then that you could build a parallel set
of software to support OpenGL ES on platforms that support it. It would
just get built in the way OpenGL is now built in. Sounds like a lot of
tedious coding but not a serious technical problem. 

> - I would be very interested in a generic offscreen buffer support (not 
> a render to texture thing like in SDL 1.3, but really offscreen 
> buffers). 

Why? What is the application? Can't you get what you want just by using
Mesa as your OpenGL implementation?

> However, I'm not sure how well it fits into SDL.
> 
> Stephane
> 
> 

                Bob Pendleton

> 
> 
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