[…]
ahem
Let me try to put this in as simple terms as I can put it:
| _ \ / _ \ | \ | |/ _ _ | | | | / || |
| | | | | | | | | | | | || | | | | _ | |
| || | || | | |\ | || || | | || |) | |_
|/ ___/ || _|___/ || _/|____/|___|
/ _ | _ | | \ | |/ _| | | __ )| | | | |
| | | | |) | | | | | | | | | _ | | | | | |
| || | /| || |\ | || | || |) | |___ | | | |
_/|| |___|| _|_||____/||| |_|
Nice ASCII art, but it was probably not clear enough…
[…]
Rather than actually discover this, people continue to insist on trying
to use it rather than actually learning what a projection matrix is and
how to actually set one up so they can feed raw pixel coordinates to
OpenGL for glVertex2f/glVertex2fv… It should be clear to everyone by
now that people will continue to make this massive leap of ignorance
until the main libsdl.org website screams in big blinking letters not
to. I’m not even sure that’ll communicate the point to some people.
Programmer with no interest in digging into the library implementation,
upon finding a feature:
"Hey, it exists, so it must be meant to be used!"
The only way to keep people from using it is probably to remove it…
BTW, no, this is not the same thing as “SDL 2D on OpenGL” - that’s a
rendering backend for pure SDL applications (ie not OpenGL applications).
SDL_OPENGLBLIT is a boobie trap for OpenGL programmers that think SDL’s
2D blitting API looks nice for overlays, thinking that it probably works
along the lines of how OpenGL should be used.
(Indeed, a proper “SDL on OpenGL” backend would be more efficient than
SDL_OPENGLBLIT in OpenGL applications, but it’s still not optimal; SDL
can’t keep track of the OpenGL state, so it has to restore everything
before doing any other OpenGL calls itself. That is, the rule would still
be: “If you’re using OpenGL, use it for everything.”)
It’s only fitting that a mess like SDL_OPENGLBLIT be combined with NeHe
stuff, a mess of its own. But unfortunately people mistakenly believe
that NeHe stuff is actually useful for something.
Why doesn’t someone write some proper examples, or just clean up the NeHe
code? (Can’t do it myself - not enough OpenGL experience yet.)
//David Olofson — Programmer, Reologica Instruments AB
.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------------> http://www.linuxdj.com/maia -' .- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |
-------------------------------------> http://olofson.net -'On Monday 05 November 2001 15:33, Joseph Carter wrote: