[SDL] Re: BeOS and SDL

Eugenia Loli 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!

Eugenia.


"Jonathan Belson" <jon at dookie.demon.co.uk> wrote in message
news:00036db5c8d7df42_mailit at dougal...
> Hiya
>
>
> A couple of things:
>
>
> 1. Support for the new OpenGL API.
>
> Although the drivers are still in closed beta, Be's resident
OpenGL/assembler
> 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
relatively
> easy.
>
>
> 2. Improved performance.
>
> The current implementation uses BDirectWindow/DrawBitmap for both windowed
> and fullscreen display [1].  While this is an elegent solution, I can't
help
> thinking
> that you could get better performance by making more use of the GameKit,
eg.
> using BWindowScreen for the fullscreen mode, and using custom blitting
code
> (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
have to
> 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
code
> complexity.
>
> Does this sound reasonable?  Are there any BeOS programmers here who
> would be able to help with the work?
>
>
> [1] What are people's opinions on current BeOS SDL performance?  I've
heard
> that the windowed mode is fast, but fullscreen is slow.
>
>
> --
> C-YA
> Jon
>
> <http://www.dookie.demon.co.uk>
>





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