glSDL vs SDL 1.3 GL renderer

Well, looking at the OpenGL renderer, it doesn’t seem to have any
means of handling textures larger than the maximum size allowed by
the OpenGL driver.

Other than that, is there anything else in glSDL that would be of
interest for SDL 1.3?

The rest of glSDL is pretty much about dealing with the nature of the
SDL 1.2 API; blitting from the screen, blitting between non-display
surfaces and whatnot - but SDL 1.3 seems to eliminate most of that
mess by design. :slight_smile:

//David Olofson - Programmer, Composer, Open Source Advocate

.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
’-- http://www.reologica.se - Rheology instrumentation --’

I’d better check out 1.3 as well and take a look.

Right now I’m halfway through migrating my open source graphics engine
to a renderer-DLL setup (capable of D3D8.1 and OpenGL) running on an SDL
core. But if 1.3/2.0 does all that under the covers, then I also don’t
want to waste my time. :slight_smile:

Erik Yuzwa
Wazoo Enterprises Inc.

David Olofson wrote:> Well, looking at the OpenGL renderer, it doesn’t seem to have any

means of handling textures larger than the maximum size allowed by
the OpenGL driver.

Other than that, is there anything else in glSDL that would be of
interest for SDL 1.3?

The rest of glSDL is pretty much about dealing with the nature of the
SDL 1.2 API; blitting from the screen, blitting between non-display
surfaces and whatnot - but SDL 1.3 seems to eliminate most of that
mess by design. :slight_smile:

//David Olofson - Programmer, Composer, Open Source Advocate

.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
’-- http://www.reologica.se - Rheology instrumentation --’


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