[SDL] SDL 1.3 - SDL_Texture or SDL_Surface?

Torsten Giebl wizard at syntheticsw.com
Thu Aug 2 06:53:20 PDT 2007


Hello !


Sorry i really don't understand where the problem here is.

You cannot go with 2D and OpenGL alone. On one side
thanks to Microsoft trying to kill all standards, that they don't
created. On the other side for bad drivers from companies, that
only support D3D.

This is a fact i think and everybody here will aggree.

So SDL 1.3 needs a D3D driver that is regularly
updated, an OpenGL and 2D drivers like GDI, X11, ...

SDL 1.3 will need to support at least all the things
that SDL 1.2 supported. So old apps can be as easy
as possible ported to it. But adding a lot more
like rotating, zooming would be nice, but it will
bloat SDL.

Look at ALLEGRO, it is good/bad example for trying to put
everything into an API.


David Olofson named something like Advanced2D that
could be easily created as an AddOn Library for a good designed
SDL 1.3. It would need to support a D3D part, an OpenGL and a 2D
part as a fallback.

SDL 1.3 should have basically the same commands
like SDL 1.2 +

SDL_CreateTexture (SDL_Surface)
SDL_RemoveTexture (SDL_Surface)
SDL_UpdateTexture (SDL_Surface)

SDL_BlitSurface will work the same as before,
it only looks maybe on a SDL_Surface flag, that
when there is a texture assoc. with that Surface,
use this for fast blitting.

With the 2D drivers this will be a dummy,
as there is no texture support.
OpenGL and D3D will use their Textures to allow
fast screen blitting.

And once you have Texture support, with an external
library you can do anything with these Textures
you want, use them for rotating blitting, use them for
complicated shader blits or whatever.

What is the current situation in SDL1.3.
I thought there were methods to allow to associate
a Texture to a SDL_Surface.


CU



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