[SDL] is sdl1.3+opengl still a viable practice?
wilbefast at gmail.com
Thu Sep 1 00:38:47 PDT 2011
Agreed: I needed rotations myself, so I cannibalised the gles renderer to
write my own. It's not too hard and only needs to be done once.
On 1 Sep 2011 15:25, "Ryan C. Gordon" <icculus at icculus.org> wrote:
>> I see it as the managed renderer is like programming in C and then doing
>> direct OpenGL is like dropping down to assembly.
> There's a reason that some compilers are removing support for this, too.
> Even assuming the renderer is using OpenGL on the backend (and using a
> compatible version of OpenGL...your glBegin() example fails on the GL3
> core profile), you can't reasonably protect two independent pieces of
> code from stepping on each other's GL state, especially as the app may
> have knowledge of GL extensions that don't even exist today.
> Anyone that's ever done any significant OpenGL (or Direct3D) work has
> run into a situation where they wrote some code, tweaked a different
> part of the renderer, and saw it break a totally unrelated piece of
> rendering code because of a state change they didn't expect (or know to
> worry about). And that's when they own all the code.
> This isn't like locking a surface, poking around in it, and unlocking it
> again. OpenGL is a massive state machine, with a million corner cases
> and gotchas.
> If you're doing almost anything fancy ("fancy" like GL_LINES, even!),
> you're going to not want to use the renderer API. If you have any need
> of OpenGL at all, you're not going to want to use the renderer API.
> SDL mailing list
> SDL at lists.libsdl.org
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