Hi,
We (David Olofson and me) finally got the glSDL backend into a state
that works and has recieved enough testing for a first beta. The
resulting patch is there (not posted to the list because of the mailing
list size filter) :
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl-final.patch
This patch also includes :
- the hardware accelerated alpha blits fix discussed some months ago
- an internal change to the semantics of the SDL_OPENGL flag : backends
now use SDL_INTERNALOPENGL to tell the difference between an OpenGL mode
and a normal mode. This incurs no change to the applications which still
use and query the SDL_OPENGL flag. The SDL_OPENGL flag previously meant
two things : “the window is handled by OpenGL” and “the application uses
an OpenGL window”, and for a glSDL backend we needed to split this. Now
it simply means “the application uses an OpenGL window” and
SDL_INTERNALOPENGL means “the window is handled by OpenGL”.
Testing is welcome of course !
When running stock applications, those might be veeeery slow.
Application tuning for performance in general and for glSDL in
particular is described there :
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl.html
Stephane