[SDL] Windows Platform issues

Pallav Nawani pallavnawani at gmail.com
Mon Mar 11 22:27:56 PDT 2013

SDL used Direct3D on windows by default.
I also ran into some problems when I tried to compile SDL as a static 
library. I ended up deciding to use SDL as a dll.
It would be nice if you could submit bugs to bugzilla, so your problems 
get documented and eventually get looked at.


On 3/7/2013 1:15 AM, Alex Barry wrote:
> Sounds like some of your issues is related to how you are compiling 
> SDL2, rather than a problem with SDL itself.
> Using a static library shouldn't present an immediate issue, afaik. 
>  What build options are you using to compile SDL2?
> On Wed, Mar 6, 2013 at 10:47 AM, Edward Rudd <urkle at outoforder.cc 
> <mailto:urkle at outoforder.cc>> wrote:
>     All, (or windows platform developers)
>     I'm working with Double fine in incorporating SDL2 as their
>     primary platform abstraction for platforms that support it.  It is
>     currently being used for the OS X and Linux ports of "The Cave"
>     that I finished last month.  I'm going to outline a few of the
>     hurdles they ran into and are running into and would l like
>     feedback on them and how BEST to solve them.
>     Statically linked library
>     They would prefer a statically linked library on windows.  Is
>     there any reason there isn't this option in the VC projs?
>     Part of them switching to a static lib, caused the intrinsic code
>     on SDL_stdlib.c to fail.  (comments from their commit)
>     > I also had to remove some C runtime intrinsics that SDL defined,
>     because some of them don't use the cdecl calling convention, and
>     others cause linker errors. These problems only came up once I
>     started statically linking with SDL, so it might merit more
>     investigation to find out why they were problematic.
>     Xinput issues..
>     They had to implement a workaround to disable Xinput (I corrected
>     it, so it uses a HINT instead of a platform specific function..
>     you'll see that in HG tip).  Here are their commit comments
>     > Workaround for XInput problems by adding a command line option
>     to disable it in SDL. Some players were reporting that Xbox 360
>     pads didn't function with XInput, but functioned fine in
>     applications that read their data using DirectInput.
>     The Next was an odd detection issues of gamepad devices..  As a
>     webcam (with 256 buttons) somehow got detected as a controller.
>     > Fix buffer overrun/mem stomp in SDL gamepad code if using any
>     gamepad that reports > 32 buttons. For some reason, we found a
>     webcam that reports 256 buttons :P
>     >
>     > This webcam probably also exposes an issue in gamepad detection
>     in SDL, too.
>     Last (and most important)..
>     They are attempting to use SDL to create the window but instead of
>     using OpenGL as the renderer, they wish to use Direct3D.. IS that
>     actually supported??  If so, how? If not, what functionality needs
>     to be added to support this?
>     Edward Rudd
>     OutOfOrder.cc
>     Skype: outoforder_cc
>     317-674-3296 <tel:317-674-3296>
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*Pallav Nawani*
*Game Designer/CEO*
Twitter: http://twitter.com/Ironcode_Gaming
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