[SDL] SDL weakness (...) and Kobo Deluxe sub-projects
Alexandre Courbot
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
> acceleration.
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.
Alex.
--
http://www.gnurou.org
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