I have a few questions about glSDL and some related topics.
According to other posts (and from downloading it and quickly
trying it out), it seems that the backend now works pretty well,
probably with a few little bugs. Is there any kind of plan or roadmap
for integrating it into the main SDL distribution, or will it remain
outside of it for a while / permanently?
I’ve seen the help page here:
but I’m still not clear on how to specify that the hardware mode
should be OpenGL rather than the standard 2D accelerated (ie no
accelerated alpha) mode. Will it be possible to use both accelerated
modes with the same DLL, or switch between them at runtime?
Are there any thoughts of adding scaled/rotated blits to the SDL
API now that they can be hardware-accelerated on more platforms? It
seems like relying on things like SDL_gfx to add support for the
OpenGL backend seems kind of optimistic, but who knows. I also have a
feeling that adding this kind of functionality on in external
libraries gets more complicated with multiple backends if you don’t
want to do everything in software, but I could be wrong.
It is becoming popular in the downloadable-games field to use
Direct3D v.7 for 2D, since Windows XP doesn’t ship with any OpenGL
drivers even for modern cards, but many/most pre-XP machines don’t
have DirectX 8 installed. I know this has been discussed on this list
before with some distaste, perhaps understandable, but if DirectDraw
is supported, I don’t see the difference between supporting that and
supporting D3D, especially since DirectDraw is now deprecated. A D3D7
backend would be useful for (and used by) a large number of people, I
think. I’m not qualified to implement such a thing myself, but I’d be
perfectly happy to go out and get an old D3D7 book and slap together a
really bad, barely-working one, if that would encourage a real
programmer to step in and do it right. The thing is that would
probably take me a year or so, so if anyone more competent is working
on something like this, let me know. I would be very happy to help
with testing or anything else I could do.
Or, maybe the best thing is just to wait until software rendering is
so fast that OpenGL/Direct3D are unnecessary anyway, like Macromedia
appears to be doing…