Actually, the last I heard about the SDL_RenderGeometry patch was
that because software rendering of textured polygons was "too slow"
and “just bloat”, it was not wanted.
Which is precisely what I’m “bitching” about:
PATCHES ARE NOT WANTED.
Sik is having to fight tooth and nail to get accessibility support to
even be accepted as a concept because “it doesn’t belong in SDL”,
despite the established fact that it cannot be done anywhere else.
To listen to this mailing list, absolutely NOTHING belongs in SDL,
including some of the stuff that’s already there.
So I’ll “gtfo” now. Somebody else can fix the joystick mapping thing
I guess, or it will stay unfixed. My solution (for which I have had
code for a year BTW) got caught up in “breaks compatibility”. (It
didn’t actually, though Steam obviously won’t know what to do with
half- or inverted-axis maps until it was updated?)
JosephOn Fri, Jan 23, 2015 at 04:05:54PM -0300, Gabriel Jacobo wrote:
Dude, enough bitching. The SDL_RenderGeometry patch is there for the
taking, add software rendering support to it, test it on our main target
platforms (or get someone to test it) and it goes in, simple as that. The
situation for many users will be better with that “simple” act.No amount of pouting will change things, at some point the ugly truth
is…patches or gtfo.2015-01-23 15:55 GMT-03:00 T. Joseph Carter <@T_Joseph_Carter>:
Great, more external dependencies! Oh, and in this case the need to write
my code for OpenGL ES which is almost but not quite OpenGL.I’m beginning to remember all too clearly why I stopped working on SDL.
It isn’t worth fighting with people over every single detail and watching
patches go unused because they do something, anything.Joseph
On Fri, Jan 23, 2015 at 02:48:44PM -0400, Alex Szpakowski wrote:
https://github.com/MSOpenTech/angle
On Jan 23, 2015, at 2:46 PM, T. Joseph Carter < @T_Joseph_Carter> wrote:
OpenGL dependency, which kind of means no WinRT.
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Gabriel.
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