So I had some questions I was hoping someone could answer.
Does anyone know of a good way to create a Window and Renderer class and leave options for using OpenGL? I’ve been trying to create classes and I’m a bit confused on a few things. I’d like to give it SFML-like syntax and I came across a cool project called SDLpp and SDLxx. I don’t want to use those though as it’s bloated with a lot of files and I just really want a basic setup. Window, Color, Renderer, View and making what I need from there.
I don’t know much OpenGL and have only dabbled in it. If I got to the point where I could load textures in using SDL and OpenGL instead of SDL_Renderer, would I end up being okay (hope that makes sense)? I just want to make 2D games, but I don’t want to really learn OpenGL to do so. But I like the idea of using Shaders later, much like SFML.
Also, I have a course that also creates its own ScreenBuffer and he claimed because SDL doesn’t have double buffering. Doesn’t SDL_RenderPresent() already do this? What would be the benefit of providing a screen buffer class?
If anyone has some barebone frameworks/examples I’d greatly appreciate it because this has drove me nuts figuring the best way to go about this and not bloat my project.