IMHO OpenGL is the best 2D API for Linux, was Re: SDL1.3 - surface for created windows?

I like it! That would alleviate the problem a bit.

Patches welcome!

I investigated render targets a long time ago and discarded them,
I think because of the complexity and the fact that they’re not
accelerated on some hardware. You’re welcome to try it out and
submit a patch though.

See ya!
-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

I like it! That would alleviate the problem a bit.

Patches welcome!

I investigated render targets a long time ago and discarded them,
I think because of the complexity and the fact that they’re not
accelerated on some hardware. You’re welcome to try it out and
submit a patch though.

Unfortunately, I don’t have the knowledge or experience to set up
something like that myself. All I’m saying is that not having any
way to blit from one image to another after they’ve been transformed
into Textures, like we can do with them before, when they were still
Surfaces, makes Textures useless for their intended purpose and
constitutes a major step backwards. Render targets on GL and D3D
are one way to solve it. On other backends, maybe it could be done
a different way, perhaps just creating ordinary textures and calling
them render targets or something. The backend APIs have to expose
some way to copy image data from one texture to another; any
system that doesn’t–including SDL Textures–is crippled.>----- Original Message ----

From: Sam Lantinga
Subject: Re: [SDL] IMHO OpenGL is the best 2D API for Linux, was SDL1.3 - surface for created windows?

hi,

There are ways to blit from texture to texture in modern opengl.

With glsl, CopyBuffer API etc.

With old opengl, you can render both textures to backbuffer/fbo/pbuffer,
then read backbuffer/fbo/pbuffer into a texture…

cu,On Tue, May 12, 2009 at 10:29 PM, Mason Wheeler wrote:

----- Original Message ----

From: Sam Lantinga
Subject: Re: [SDL] IMHO OpenGL is the best 2D API for Linux, was SDL1.3 -
surface for created windows?

I like it! That would alleviate the problem a bit.

Patches welcome!

I investigated render targets a long time ago and discarded them,
I think because of the complexity and the fact that they’re not
accelerated on some hardware. You’re welcome to try it out and
submit a patch though.

Unfortunately, I don’t have the knowledge or experience to set up
something like that myself. All I’m saying is that not having any
way to blit from one image to another after they’ve been transformed
into Textures, like we can do with them before, when they were still
Surfaces, makes Textures useless for their intended purpose and
constitutes a major step backwards. Render targets on GL and D3D
are one way to solve it. On other backends, maybe it could be done
a different way, perhaps just creating ordinary textures and calling
them render targets or something. The backend APIs have to expose
some way to copy image data from one texture to another; any
system that doesn’t–including SDL Textures–is crippled.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Even without FBOs and PBOs, you can use glTexSubImage2d().

There are many ways to do this, with varying degrees of efficiency
on different platforms (although generally speaking, if it isn’t
emulated, there is a pretty simple order in terms of speed.)On Thu, May 14, 2009 at 12:40 AM, Ren? Dudfield wrote:

hi,

There are ways to blit from texture to texture in modern opengl.

With glsl, CopyBuffer API etc.

With old opengl, you can render both textures to backbuffer/fbo/pbuffer,
then read backbuffer/fbo/pbuffer into a texture…

cu,

On Tue, May 12, 2009 at 10:29 PM, Mason Wheeler wrote:

----- Original Message ----

From: Sam Lantinga
Subject: Re: [SDL] IMHO OpenGL is the best 2D API for Linux, was SDL1.3 -
?surface for created windows?

I like it! ?That would alleviate the problem a bit.

Patches welcome!

I investigated render targets a long time ago and discarded them,
I think because of the complexity and the fact that they’re not
accelerated on some hardware. ?You’re welcome to try it out and
submit a patch though.

Unfortunately, I don’t have the knowledge or experience to set up
something like that myself. ?All I’m saying is that not having any
way to blit from one image to another after they’ve been transformed
into Textures, like we can do with them before, when they were still
Surfaces, makes Textures useless for their intended purpose and
constitutes a major step backwards. ?Render targets on GL and D3D
are one way to solve it. ?On other backends, maybe it could be done
a different way, perhaps just creating ordinary textures and calling
them render targets or something. ?The backend APIs have to expose
some way to copy image data from one texture to another; any
system that doesn’t–including SDL Textures–is crippled.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


http://codebad.com/

ah yes. I forgot about that… 'cause recently I had to work around the
fact that function doesn’t work with certain types of textures on some new
OSX boxes.

cu,On Fri, May 15, 2009 at 9:18 AM, Donny Viszneki <donny.viszneki at gmail.com>wrote:

Even without FBOs and PBOs, you can use glTexSubImage2d().

There are many ways to do this, with varying degrees of efficiency
on different platforms (although generally speaking, if it isn’t
emulated, there is a pretty simple order in terms of speed.)

On Thu, May 14, 2009 at 12:40 AM, Ren? Dudfield <@Rene_Dudfield> wrote:

hi,

There are ways to blit from texture to texture in modern opengl.

With glsl, CopyBuffer API etc.

With old opengl, you can render both textures to backbuffer/fbo/pbuffer,
then read backbuffer/fbo/pbuffer into a texture…

cu,

On Tue, May 12, 2009 at 10:29 PM, Mason Wheeler wrote:

----- Original Message ----

From: Sam Lantinga
Subject: Re: [SDL] IMHO OpenGL is the best 2D API for Linux, was SDL1.3

surface for created windows?

I like it! That would alleviate the problem a bit.

Patches welcome!

I investigated render targets a long time ago and discarded them,
I think because of the complexity and the fact that they’re not
accelerated on some hardware. You’re welcome to try it out and
submit a patch though.

Unfortunately, I don’t have the knowledge or experience to set up
something like that myself. All I’m saying is that not having any
way to blit from one image to another after they’ve been transformed
into Textures, like we can do with them before, when they were still
Surfaces, makes Textures useless for their intended purpose and
constitutes a major step backwards. Render targets on GL and D3D
are one way to solve it. On other backends, maybe it could be done
a different way, perhaps just creating ordinary textures and calling
them render targets or something. The backend APIs have to expose
some way to copy image data from one texture to another; any
system that doesn’t–including SDL Textures–is crippled.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


http://codebad.com/


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org