[ANNC] SDL_gpu 0.10.0 release!

Hey everyone,

It’s time to announce SDL_gpu’s latest release! I’d appreciate it if you’d
check it out and tell me what you think. There are Windows binaries for
Visual Studio and mingw32, and others can be built easily using CMake.
SDL_gpu is tested on Windows, OS X, Linux, iOS, and Android.

Version 0.10.0 brings together many of the modern renderer features that
have bounced around on this mailing list. You get new stuff like improved
native API (e.g. OpenGL) call integration and custom renderer support along
with GLSL support, virtual resolution, texture wrap modes, flexible blend
modes, primitive shape rendering, arbitrary textured triangle batching, and
VBO optimization.

In case you aren’t familiar with it yet, SDL_gpu is an alternative
rendering system for SDL 1.2 and SDL 2.0. It includes everything you need
to make amazing, high-performance 2D graphics:

  • Fast buffered blits
  • Shader support
  • Sprite rotation and scaling
  • Plenty of 2D primitives (e.g. lines, arcs, circles, rounded rectangles,
    annulus sectors)
  • Render-to-Texture
  • Virtual resolution and viewports
  • 2D camera control
  • Built-in support for some popular image formats
  • Blend, filter, and wrap modes
  • Arbitrary 2D geometry (batched textured triangles)
  • Can be used alongside native OpenGL calls

You can get started at the Google Code page. There’s some introductory
info, documentation, and downloads there:
https://code.google.com/p/sdl-gpu/

If you see anything missing that you think would make SDL_gpu better or if
you notice any bugs, please let me know! I hope you like it and get much
use out of it!

Jonny D

It appears all the builds are for Windows. Am I missing something?On Wednesday 11 February 2015 18:39:47 Jonathan Dearborn wrote:

Hey everyone,

It’s time to announce SDL_gpu’s latest release! I’d appreciate it if you’d
check it out and tell me what you think. There are Windows binaries for
Visual Studio and mingw32, and others can be built easily using CMake.
SDL_gpu is tested on Windows, OS X, Linux, iOS, and Android.

Version 0.10.0 brings together many of the modern renderer features that
have bounced around on this mailing list. You get new stuff like improved
native API (e.g. OpenGL) call integration and custom renderer support along
with GLSL support, virtual resolution, texture wrap modes, flexible blend
modes, primitive shape rendering, arbitrary textured triangle batching, and
VBO optimization.

In case you aren’t familiar with it yet, SDL_gpu is an alternative
rendering system for SDL 1.2 and SDL 2.0. It includes everything you need
to make amazing, high-performance 2D graphics:

  • Fast buffered blits
  • Shader support
  • Sprite rotation and scaling
  • Plenty of 2D primitives (e.g. lines, arcs, circles, rounded rectangles,
    annulus sectors)
  • Render-to-Texture
  • Virtual resolution and viewports
  • 2D camera control
  • Built-in support for some popular image formats
  • Blend, filter, and wrap modes
  • Arbitrary 2D geometry (batched textured triangles)
  • Can be used alongside native OpenGL calls

You can get started at the Google Code page. There’s some introductory
info, documentation, and downloads there:
https://code.google.com/p/sdl-gpu/

If you see anything missing that you think would make SDL_gpu better or if
you notice any bugs, please let me know! I hope you like it and get much
use out of it!

Jonny D

Builds are for windows, but it can easily be built with any Unix system.
I’ve not it for both Mac and Linux.On Thu, 12 Feb 2015 9:05 am j_post <j_post at pacbell.net> wrote:

It appears all the builds are for Windows. Am I missing something?

On Wednesday 11 February 2015 18:39:47 Jonathan Dearborn wrote:

Hey everyone,

It’s time to announce SDL_gpu’s latest release! I’d appreciate it if
you’d
check it out and tell me what you think. There are Windows binaries for
Visual Studio and mingw32, and others can be built easily using CMake.
SDL_gpu is tested on Windows, OS X, Linux, iOS, and Android.

Version 0.10.0 brings together many of the modern renderer features that
have bounced around on this mailing list. You get new stuff like
improved
native API (e.g. OpenGL) call integration and custom renderer support
along
with GLSL support, virtual resolution, texture wrap modes, flexible blend
modes, primitive shape rendering, arbitrary textured triangle batching,
and
VBO optimization.

In case you aren’t familiar with it yet, SDL_gpu is an alternative
rendering system for SDL 1.2 and SDL 2.0. It includes everything you
need
to make amazing, high-performance 2D graphics:

  • Fast buffered blits
  • Shader support
  • Sprite rotation and scaling
  • Plenty of 2D primitives (e.g. lines, arcs, circles, rounded
    rectangles,
    annulus sectors)
  • Render-to-Texture
  • Virtual resolution and viewports
  • 2D camera control
  • Built-in support for some popular image formats
  • Blend, filter, and wrap modes
  • Arbitrary 2D geometry (batched textured triangles)
  • Can be used alongside native OpenGL calls

You can get started at the Google Code page. There’s some introductory
info, documentation, and downloads there:
https://code.google.com/p/sdl-gpu/

If you see anything missing that you think would make SDL_gpu better or
if
you notice any bugs, please let me know! I hope you like it and get much
use out of it!

Jonny D


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

I haven’t yet posted any builds for other platforms. Windows is the
hardest to do, anyhow. :slight_smile:

If you have CMake, it’s typically:
mkdir build
cd build
cmake … -G “Unix Makefiles”

For OS X, the last line could also be:
cmake … -G “Xcode”

You may need to tell CMake where to find your SDL installation and if you
use SDL 1.2, there’s an option for that (-DSDL_gpu_USE_SDL1=ON).

Then you can make or load up Xcode or whatever and build the library
(both dll and static by default). For normal use, just the SDL_gpu.h
header is necessary.

Jonny DOn Thu, Feb 12, 2015 at 10:03 AM, j_post <j_post at pacbell.net> wrote:

It appears all the builds are for Windows. Am I missing something?

On Wednesday 11 February 2015 18:39:47 Jonathan Dearborn wrote:

Hey everyone,

It’s time to announce SDL_gpu’s latest release! I’d appreciate it if
you’d
check it out and tell me what you think. There are Windows binaries for
Visual Studio and mingw32, and others can be built easily using CMake.
SDL_gpu is tested on Windows, OS X, Linux, iOS, and Android.

Version 0.10.0 brings together many of the modern renderer features that
have bounced around on this mailing list. You get new stuff like
improved
native API (e.g. OpenGL) call integration and custom renderer support
along
with GLSL support, virtual resolution, texture wrap modes, flexible blend
modes, primitive shape rendering, arbitrary textured triangle batching,
and
VBO optimization.

In case you aren’t familiar with it yet, SDL_gpu is an alternative
rendering system for SDL 1.2 and SDL 2.0. It includes everything you
need
to make amazing, high-performance 2D graphics:

  • Fast buffered blits
  • Shader support
  • Sprite rotation and scaling
  • Plenty of 2D primitives (e.g. lines, arcs, circles, rounded
    rectangles,
    annulus sectors)
  • Render-to-Texture
  • Virtual resolution and viewports
  • 2D camera control
  • Built-in support for some popular image formats
  • Blend, filter, and wrap modes
  • Arbitrary 2D geometry (batched textured triangles)
  • Can be used alongside native OpenGL calls

You can get started at the Google Code page. There’s some introductory
info, documentation, and downloads there:
https://code.google.com/p/sdl-gpu/

If you see anything missing that you think would make SDL_gpu better or
if
you notice any bugs, please let me know! I hope you like it and get much
use out of it!

Jonny D


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Builds are for windows, but it can easily be built with any Unix system.
I’ve not it for both Mac and Linux.

*i’ve built it for both

I need to get some better auto correcting on my phone or something.On Thu, Feb 12, 2015 at 9:07 AM, Alex Barry <@Alex_Barry> wrote: