Thanks for all you suggestions.
However, my problem is not that glSDL doesn’t work in my computer.
It DOES work (at least with the examples provided), it only doesn’t
work wih one of my games.
I’ve some questions:
- When running the examples, a “stderr.txt” file is generated with
all the messages send to stderr, but this file is not generated
when running my game. Is there any #define that I should turn on
for getting the stderr file? or it’s just that the examples output
strings to stderr and not glSDL?
It’s just SDL’s normal stderr handling. glSDL outputs some debug stuff
when it gets to work - which means that it doesn’t get very far at
all with your game…
- Which are the valid operations with surfaces when using glSDL?
Anything basicall - although if you don’t SDL_DisplayFormat*() them,
glSDL will have to convert and upload every time the surface has been
changed.
Actually, I think the wrapper version is a bit broken in that regard.
It doesn’t care much about SDL_HWSURFACE, which means it can’t always
tell when surfaces have to be converted and uploaded before every
blit - which is the case with software surfaces! (They don’t require
locking, and without locking, there’s no way glSDL can tell when a
surface has been manipulated.)
I
think that my problem is that I perform pixel-level access to the
screen surface.
Not 100% sure it works with the wrapper versions, but tre correct
approach is to lock and unlock the surfaces as if they were hardware
surfaces. (They should actually be hardware surfaces but that doesn’t
work with the wrapper, as the 2D stuff is s/w only when running
OpenGL.)
I think that glSDL is a great project, and will avoid us from
having to implement the typical OpenGL based 2D tile engines using
surfaces as textures, and use standard SDL calls!!
That’s the idea. Actually, you don’t even have to recompile to use the
backend version; it’s just another video driver. There are some
remaining issues, but it’s more or less working now.
//David Olofson - Programmer, Composer, Open Source Advocate
.- The Return of Audiality! --------------------------------.
| Free/Open Source Audio Engine for use in Games or Studio. |
| RT and off-line synth. Scripting. Sample accurate timing. |
`-----------------------------------> http://audiality.org -’
— http://olofson.net — http://www.reologica.se —On Monday 07 July 2003 09.53, Santi Onta??n wrote: