[SDL] SDL 1.3 roadmap...

Sam Lantinga slouken at devolution.com
Sun Oct 14 08:52:03 PDT 2007


> VERY well done for finally getting rid of SDLmain!  SDLmain was a terrible idea!
> Just awful, I can't begin to tell you. How did that go forward for so long?

It was needed for DirectX 5, which is dropped in SDL 1.3.

> So I guess my questions here are: will this 2D interface do HW
> accelerated scaling?

Yes, where possible.

> Will it support vbl syncing?

Possibly, there are a lot of situations where vbl syncing isn't possible,
so if it's added it'll be after the core features are done.

> Will we be able to tell when it cannot do these things?

Yes, of course.

> And can we make the subsystem prefer Direct3d on windows?

It does right now.  Direct3D and OpenGL are actually used to implement the
SDL 1.3 2D interface.

> P.S. The mac, like on windows, now finally allows non-square pixel
> video resolutions, but there's no way to select them in SDL 1.2.
> Not even by passing 0x0 which should give you the current mode.
> If the current mode is  "stretched" SDL resets the resolution to non-stretched.
> Bugger.

Test case?

> * SDL letterboxing has never been terribly reliable. It didn't position
> properly with opengl and the handling of mouse events wasn't consistent
> across systems. To have opengl acceleration AND a constrained cursor
> I had to roll my own letterboxing. It's obviously a design pimple that
> doesn't play well with all the modes that SDL supports. Why not remove it?

I'd actually like to add an option to do aspect-constrained stretching,
and of course fix the issues in general.  The move to largely using OpenGL
where possible to implement 2D video makes it a lot simpler to make sure
everything works consistently on the various platforms (sorta!)

> That's about it, keep up the great work, guys!

Thanks!
	-Sam Lantinga, Lead Software Engineer, Blizzard Entertainment


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