[SDL] When will there be blitting support when using OpenGL

vining at pacificcoast.net vining at pacificcoast.net
Wed Apr 5 12:14:18 PDT 2000

>Michael Vance wrote:
>> > Just to make sure that you're not going to do something
>> > irresponsible like a 2D game in OpenGL.
>> Tut, tut If I were making an isometric game like Diablo right now, I'd
>> use OpenGL. Just for the raw fillrate, if not for the "free" special
>> effects such as alpha blending, etc. In the worst case you have to
>alpha blending, rotation, filtering, lighting, zooming, ...

You really want to use OpenGL's built in lighting? ;-)

>have to do it (G400 and TNT have a 2048x2048 limit). There is a little
>problem with splitting up textures naively: filtering and mipmapping can
>produce visual artifacts in the transition if you are not careful.

Another good point that I'll need to write down and use as necessary. :-)

>Daniel Vogel                           My opinions may have changed,
>666 @ http://grafzahl.de               but not the fact that I am right


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