[SDL] Re: BeOS and SDL
eloli at hotmail.com
Wed Aug 2 21:02:50 PDT 2000
Come on people! :-)
Reply please! I know that they are linux devs here who develop SDL apps for
BeOS as well. Let's make the BeOS a better (SDL) place!
"Jonathan Belson" <jon at dookie.demon.co.uk> wrote in message
news:00036db5c8d7df42_mailit at dougal...
> A couple of things:
> 1. Support for the new OpenGL API.
> Although the drivers are still in closed beta, Be's resident
> wiz R. Jason Sams has publically stated that the new API is based around
> BDirectGLWindow, which is derived from BDirectWindow. Since the current
> Be SDL library uses BDW exclusively, adding support for it should be
> 2. Improved performance.
> The current implementation uses BDirectWindow/DrawBitmap for both windowed
> and fullscreen display . While this is an elegent solution, I can't
> that you could get better performance by making more use of the GameKit,
> using BWindowScreen for the fullscreen mode, and using custom blitting
> (rather than DrawBitmap) where possible.
> The solution we used in BeMAME was to create an abstract base called
> 'Display', then derive windowed/fullscreen classes from that - all you
> do is instantiate the correct class and leave the rest to the wonders of
> polymorphism ;^)
> I can't see any major problems with this method apart from minor things
> like switching between full-screen and windowed (instantiate a new display
> from the old one, then delete the original), and the issue of increased
> Does this sound reasonable? Are there any BeOS programmers here who
> would be able to help with the work?
>  What are people's opinions on current BeOS SDL performance? I've
> that the windowed mode is fast, but fullscreen is slow.
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