[SDL] quick flip an image
koshmaar at poczta.onet.pl
Wed Dec 29 10:00:46 PST 2004
> > Ok, that's enough; I thought that new SDL will support OpenGL on
> > every possible platform - silly, but it's true :-)
> It already does, AFAIK, and glSDL will (already does, if you're
> willing to use the wrapper or patch your SDL lib) allow the use of
> OpenGL through the normal SDL 2D API.
Ups, I really meant...
> The problem is that OpenGL isn't available (at least not in
> accelerated form) on all platforms
... which could be transormed to: "if SDL would have working OGL implementations on all platforms it supports...", sorry for not being clear.
> If you do that, all you get is inefficient code that depends on the
> inner workings of glSDL (which may well change drastically at any
> time, for SDL compatibility and/or performance reasons) and
> *requires* OpenGL to work at all.
Well, that would be used only by those who want it - ie, there's unused member in SDL_Surface. It could be used as storage for GLuint returned by glGenTextures... or not. I'm just saying that there should be some fast and easy way to obtain this value, would it be SDL_Surface member or some new function in API.... otherwise, it could be hard even for SDL extender library, that is assuming you're using platform that fully supports OGL, to get this value without messing with internal workings of glSDL/SDL. It would be used only by those who are sure they want to use and will allways have OGL implementation (I know, sounds stupid).
Or if I don't undestand some crucial point here, just tell and I will stop saying stupid things :-)
> If the OpenGL requirement is ok, why not just use OpenGL directly, or
> together with one of the many OpenGL wrappers/helpers out there...?
> (Or roll your own, or fork glSDL and turn it into a dedicated OpenGL
> 2D rendering helper, or whatever.)
I already written my own OGL wrapper long time ago, so it's not for me :-]
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