Hay, I’m in the middle of developing a 2D game with SDL 2.0 after doing
some SDL 1.2 tutorials. I started to implement Interpolate() my self when i
found out sdl_gfx support:
Graphic Primitives (SDL_gfxPrimitves.h)
Rotozoomer (SDL_rotozoom.h)
Framerate control (SDL_framerate.h)
MMX image filters (SDL_imageFilter.h)
Custom Blit functions (SDL_gfxBlitFunc.h)
I wish to keep developing with SDL 2.0, but I couldn’t find any docs on
alternatives for version 2.0. I have on archlinux a package
called extra/sdl2_gfx 5-1 as well as other sdl2* packages. can someone
point me to proper documentation if there’s any?
Can someone point the alternatives in SDL 2.0 to this list of features?
There’s anything that can help me to Interpolate my sprites?
I move my Entities with something like:
SetVelocityX(0.05f);
SetThrustX(1.0f);
SetVelocityY(0.05f);
SetThrustY(1.0f);
Some of the blitting features aren’t as necessary now with SDL2 as they
once were with SDL1.2. SDL2 uses the GPU by default and supports image
filtering (color interpolation). Check out SDL_RenderCopyEx(): http://wiki.libsdl.org/SDL_RenderCopyEx
Jonny DOn Sat, Oct 19, 2013 at 8:07 AM, Igal Alkon <igal.alkon at gmail.com> wrote:
Hay, I’m in the middle of developing a 2D game with SDL 2.0 after doing
some SDL 1.2 tutorials. I started to implement Interpolate() my self when i
found out sdl_gfx support:
Graphic Primitives (SDL_gfxPrimitves.h)
Rotozoomer (SDL_rotozoom.h)
Framerate control (SDL_framerate.h)
MMX image filters (SDL_imageFilter.h)
Custom Blit functions (SDL_gfxBlitFunc.h)
I wish to keep developing with SDL 2.0, but I couldn’t find any docs on
alternatives for version 2.0. I have on archlinux a package
called extra/sdl2_gfx 5-1 as well as other sdl2* packages. can someone
point me to proper documentation if there’s any?
Can someone point the alternatives in SDL 2.0 to this list of features?
There’s anything that can help me to Interpolate my sprites?
I move my Entities with something like:
SetVelocityX(0.05f);
SetThrustX(1.0f);
SetVelocityY(0.05f);
SetThrustY(1.0f);