slouken at devolution.com
Fri Jan 14 11:32:43 PST 2000
> but it provides flexibility - which I agree is not really needed. I
> haven't followed the SDL development closesly, but I remember a point in
> time where you had to recompile SDL to use the fbdev target instead of
> the X11 one. With the right design one could add display targets
> afterwards (like plugins) - okay, way too much overkill for SDL ;-)
There's actually another reason not to use dynamically loadable drivers.
If you statically link your application with SDL (under a separate license
available soon), and dynamically load an object, your code is suddenly
dependent on the version of libc the object was compiled against.
> > These are separate shared libraries that the app links with dynamically.
> yes, but I really love the 'plugin' concept :-)
I know. *grin*
> I noticed it when I added support for the VidMode extension to Unreal
> Tournament... I guess I will have a closer look how you did it and then
> grab some source :-)
-Sam Lantinga (slouken at devolution.com)
Lead Programmer, Loki Entertainment Software
"Any sufficiently advanced bug is indistinguishable from a feature"
-- Rich Kulawiec
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