[SDL] SDL weakness (...) and Kobo Deluxe sub-projects
alexandrecourbot at linuxgames.com
Sat Mar 2 04:08:02 PST 2002
> Why? It's important to realize that glSDL is a source level wrapper. You
> should *not* use any of the glSDL_* calls explicitly, but rather just
> include glSDL.h instead of SDL.h and recompile. Exceptions:
Mmmm, actually I've just gave it another try with Kobo Deluxe and SDL
CVS source, I just can't get anything to work now! Either it
hard-crashes, either I just get white squares on the screen. Feel free
to contact me privately if you want me to perform some tests.
> > Anyway, such a target is very interesting: why
> > not trying to tune it and include it into the main SDL tree?
> That's the idea. I'm just too busy hacking other stuff in Kobo Deluxe,
> takeing care of my two sons (got another one 20020211) and other stuff,
> and so far, I know of only one active glSDL user - although one who
> *does* send bug reports and fixes every now and then. :-)
Oh, congrats! ;) I'm sure such a target would be usefull (and
considering the latest discussions it looks like I'm not the only one,
hopefully! :)) There were especially an interesting thread with Dirk
Gerrits and Joseph Carter about the possible implementation, but nothing
you are not aware of, I guess.
> Well, you just about listed the major motivations behind glSDL. Indeed,
> there *are* performance issues that are practically impossible to avoid
> without changing the SDL API slightly - but most SDL applications should
> get the full performance boost with few, if any changes. (The idea is
> that th final version should be an SDL backend, so it *better* allow
> applications to at least *run* without even recompiling...)
Maybe it would be worth to take these elements into account when
designing SDL 1.3 API.
> Anyway, the fact than SDL relies on OpenGL for 3D has very little to do
> with the 2D part. You don't even have to compile the OpenGL support in,
> or have OpenGL to use the current 2D stuff! Thus, SDL cannot depend on it
> internally. And there are still many systems out there with no OpenGL
> support, or flaky OpenGL support that isn't really usable for 2D
Right, of course. There is no reason to make SDL depend on OpenGL. But
anyway, none of the backends is mandatory when compiling SDL, so the
OpenGL one shouldn't neither.
> Well, if you look at the glSDL code, you'll realize that maybe it's not
> *that* easy. :-)
Hehe :) Haven't looked yet, I admit. I lack time and am far from being
an OpenGL guru! ;)
> But OTOH, I've already solved most of the problems that can be solved
> without API changes, so... I'm planning to release Kobo Deluxe 0.4 soon,
> and after that, I'll look into cleaning up the source some more, and more
> interestingly, splitting the "internal sub-projects" off, to live their
> own lives.
Excellent idea. There are some very interesting pieces of code in the
stuff you listed below.
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