[SDL] Can SDL2 still use the Linux Framebuffer?

Andre D andre at andred.ca
Wed Oct 23 14:44:44 PDT 2013


SDL still provides a surface abstraction which does all the magic in the
backend.  Should be a black box port from your perspective.


On Wed, Oct 23, 2013 at 2:40 PM, James Lehman <james at akrobiz.com> wrote:

> **
>
>
>
>  Andre D wrote:
>
>  SDL2 uses opengl or other hardware accelerated renderers now,  It should
> be a LOT faster than 1.2 even with X in the "middle".
>
>
>
>
> Well.... I'm not quite sure I'm ready for that!
>
> LaserBoy creates a 3D vector art space made of signed short integers. Data
> is stored that way in the open standard for laser vector art file format
> (ILDA) and that is also the exact same way the data gets exported to time
> formatted multi-channel wave files that contain the control signals for the
> laser projector.
>
> So I do all the memory modeling and math in Generic C++ for 3D to 2D
> vector display and vector to raster translations.
>
> In a nutshell, I make a screen sized bitmap in memory and blast that to
> the screen whenever there is a keyboard event.
>
> All of the line plotting and text rendering is done in my own code into
> the bitmap memory.
>
> I'm not sure how I would do this in OpenGL. I've never used it!
>
> LaserBoy started out as an application on top of a Linux Framebuffer API
> that I also wrote.
>
> SDL 1.2 gave me a VERY EASY migration route to be able to compile one
> single code set and get it to work exactly the same on all relevant systems.
>
> The fact that LaserBoy was designed to run in the Linux Console is what
> gave it the characteristics and style that it has.
>
> James. [image: Smile]
>
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>
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