Linux-video-dev Mailinglist

Hello everyone!

As you all know, there are many separate video-player projects for Linux
currently going on. I’m asking you, the developers, should we create
something like ‘linux-video-dev-mailinglist’ ?

The list could be used to discuss about common API’s and things
that are related to developing video-players and plugins for them for
Linux (and maybe for other Unices as well…).

What do you think, is there need for this kind of mailinglist?

I could set up that list.

All comments are welcome!

Speaking of video and plugins; designing a plugin API that’s meant to
be able to deal with most kinds of media, I’m interested in what kind
of interfaces, data types etc you’re using, and other issues that
could possibly affect the design of a plugin API.

Please subscribe to the maia-devel list if you’re interested in
in-deepth discussions regarding this kind of stuff.

Mail to:	Majordomo at lists.linuxaudiodev.com
Body:		subscribe maia-devel

Post to:	maia-devel at lists.linuxaudiodev.com

It would be nice to have the most fundamental issues sorted out
before the finalization of the MAIA 1.0 API - just so I don’t screw
up before I get the video stuff in. That’s why I’d like some input
from other directions than audio hackers. (I’m primarilly an audio
hacker myself these days, although I’ve always been interested in
graphics, low level programming, operating systems and other stuff as
well.)

//David

.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------> http://www.linuxaudiodev.com/maia -' .- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -'On Monday 04 December 2000 20:57, Pasi K?rkk?inen wrote:

Hello everyone!

As you all know, there are many separate video-player projects for
Linux currently going on. I’m asking you, the developers, should we
create something like ‘linux-video-dev-mailinglist’ ?

The list could be used to discuss about common API’s and things
that are related to developing video-players and plugins for them
for Linux (and maybe for other Unices as well…).

Just a few questions:

  1. Are their any disadvantages to SDL under Linux over SDL with
    Windows/DirectX
  2. Can I run in Window’ed mode under X Windows… as opposed to
    fullscreen…
  3. Does SDL support OSS sound drivers?

Robin.

PS Yes… I have finally decided to write a game for Linux… not that I
plan on competeing with Interplay
or Origin or Sega but I have always wanted to write a game and I have
always been discouraged by my lack
of artistic ability (I don’t think that technically it is too much of a
challenge… it all depends on what I am
aiming for!) For now I am just going to concentrate on the rendering
engine using simple bitmaps. My first
attempt will be a game with an ortho projection kind of like the Ultima
games.–
Robin Forster, Systems Engineer,
SYSTEM INTERCONNECT Embedded PowerPC Bridging
For Broadband Voice and Datacomm PowerQUICC, PowerQUICC II
Tundra Semiconductor Corporation Advanced DSP Packet Manager (Tsi920)
http://www.rsforster.ottawa.on.ca/ Bigfoot PCIX-PCIX Bridge (Tsi320)

  1. Are their any disadvantages to SDL under Linux over SDL with
    Windows/DirectX
  2. Can I run in Window’ed mode under X Windows… as opposed to
    fullscreen…
  3. Does SDL support OSS sound drivers?

Yes, yes and yes

[…] I have always wanted to write a game and I have
always been discouraged by my lack
of artistic ability (I don’t think that technically it is too much of a
challenge…

Most amateur games I see (including my own) display an equal lack of
artistic and programming ability

Tue, 05 Dec 2000 Robin Forster wrote:

Just a few questions:

  1. Are their any disadvantages to SDL under Linux over SDL with
    Windows/DirectX

Dunno really. (I dont’t have enough experience with SDL on Windows to tell.)
The important stuff seems to work equally well on both platforms as far as I’ve
seen, though.

  1. Can I run in Window’ed mode under X Windows… as opposed to
    fullscreen…

Yep.

  1. Does SDL support OSS sound drivers?

Strangely enough (as I’m an audio guy!), I haven’t actually been digging
around much in that area… However, OSS is the “standard” audio interface on
UN*X-like systems, and indeed SDL seems to work well on my systems, some of
which use the kernel drivers (OSS/Free) and some ALSA with OSS emulation. (How
about direct ALSA support, BTW?)

//David

…- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------> http://www.linuxaudiodev.com/maia -' ..- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -’

Does anyone else have an answer to question 1 (below)? I was not looking
for a yes/no answer.

With regards to the “lack of programming ability” comment below I have this
to say. I have been programming for 16 years so I am sure I can architect a
fine game engine. I do not know about your (Mattias) abilities but perhaps
you are being too hard on yourself as well. I am not about to compare my
game to a commercial game since no one can expect me to be able to put the
same number of man years into a game engine as Interplay or one of its
partners. The quality of a project should be judged not only on
functionality but on the amount of planned effort as well. I will do the
best I can given a reasonable amount of effort for an individual that is
already working full time at a day job.

Robin.

Mattias Engdeg?rd wrote:> >1. Are their any disadvantages to SDL under Linux over SDL with

Windows/DirectX
2. Can I run in Window’ed mode under X Windows… as opposed to
fullscreen…
3. Does SDL support OSS sound drivers?

Yes, yes and yes

[…] I have always wanted to write a game and I have
always been discouraged by my lack
of artistic ability (I don’t think that technically it is too much of a
challenge…

Most amateur games I see (including my own) display an equal lack of
artistic and programming ability


Robin Forster, Systems Engineer,
SYSTEM INTERCONNECT Embedded PowerPC Bridging
For Broadband Voice and Datacomm PowerQUICC, PowerQUICC II
Tundra Semiconductor Corporation Advanced DSP Packet Manager (Tsi920)
http://www.rsforster.ottawa.on.ca/ Bigfoot PCIX-PCIX Bridge (Tsi320)

Does anyone else have an answer to question 1 (below)? I was not looking
for a yes/no answer.

Mail convention is to quote relevant lines and reply under it, so:

  1. Are their any disadvantages to SDL under Linux over SDL with
    Windows/DirectX

Windows has support for more hardware than Linux (including X11,
fbcon, svgalib). There is also evidence from people on the list that
DirectX can be faster for 2D graphics than anything that SDL supports.
(Windows also seems to have faster OpenGL drivers than Linux, and this
is not likely to change in the near future for obvious reasons)

There are also advantages to using Linux over Windows for SDL

With regards to the “lack of programming ability” comment below I have this
to say. I have been programming for 16 years so I am sure I can architect a
fine game engine.

game engine != game

Just to forwarn : this message/reply is a bit of a rant about bad press
about linux.

Does anyone else have an answer to question 1 (below)? I was not looking
for a yes/no answer.

Mail convention is to quote relevant lines and reply under it, so:

  1. Are their any disadvantages to SDL under Linux over SDL with
    Windows/DirectX

SDL under Linux disadvantages?
streaming audio more complicated. (actually works better though)
OpenGL a little harder to program. (same)
threading is mandatory.
I -do- reccomend working with hardware supported by XF86/4.0 DGA
and unless you’re purely 2D ignoring fbcon/svgalib.
(personally I’m strictly fbcon unless -forced- to use XF86, say
by OpenGL)

SDL under Windows versus DirectX/Windows?
About the only thing I suspect here is that as Windows/OpenGL
tends to be somewhat buggy and unreliable compared to Direct3D
and SDL doesn’t really encourage Direct3D, I’m guessing that
use here is a little more complicated…

Windows has support for more hardware than Linux (including X11,
fbcon, svgalib). There is also evidence from people on the list that
DirectX can be faster for 2D graphics than anything that SDL supports.
(Windows also seems to have faster OpenGL drivers than Linux, and this
is not likely to change in the near future for obvious reasons)

There are also advantages to using Linux over Windows for SDL

Well I -must- comment here. I cannot resist :slight_smile:
This is NOT true for all situations. What I’ve found is that when opengl
is properly hardware accelerated with good drivers, linux opengl is
considerably superior to either windows opengl or even windows directx.

I won’t argue the 2D graphics though - SDL is still somewhat lacking here
although it has quite good blitting code. Not that I use it though :slight_smile:

I will -not- consider nVidia’s hardware to be properly supported under
linux. My primary experience is with 3dfx hardware though.
3dfx hardware is -not- as stable, efficient or -fast- under windows as it
is under linux. AFAIK this is true for Matrox as well and I wouldn’t be
particularily surprised if ATI followed this as well.

And I have no shortage of hardware that Windows does -not- support.
Linux on the flip side does not have as much support for bleading-edge
windows-oriented hardware such as nVidia’s chips. I’ve found no lack
outside of that.

btw -> the 3dfx/XF86-4.0 drivers are a -lot- more stable and reliable than
the windows/3dfx drivers for some reason. Also more accelerated. This is
pretty much hard to prove by me at the moment other than hrm I found that
when a 3D accelerated game ran under wine under linux it was more stable
and cleaner than under windows…

this makes my whole comment rather biased due to ummm unprovability (I
canna figure out how to prove at the moment) but hrm I’ll take Linux/GL
over Windows/GL anytime. DirectX -is- more stable under windows than
OpenGL/windows though.

With regards to the “lack of programming ability” comment below I have this
to say. I have been programming for 16 years so I am sure I can architect a
fine game engine.

game engine != game

This is a truth. I’ve got game engines coming out of my ears but they’re
useless for anything…

careful planning of -game- should say how a game engine operates. engine
irrelevant otherwise.

and I’ve been programming for umm… oh dang, i’ve lost track.
thinkthink… hrm around 1983-1984-ish. doesn’t make me any good…

G’day, eh? :slight_smile:
- TeunisOn Tue, 5 Dec 2000, Mattias Engdegard wrote:


Teunis of Northurrokheim, of the Free Company of Northurrok
Humbly Proud Member of the Musketeers of m’lady Ovidia of Vingaard.

Trying to bring truth from beauty is Winterlion.
find at this winterlions’ page

Tue, 05 Dec 2000 Robin Forster wrote:

Does anyone else have an answer to question 1 (below)? I was not looking
for a yes/no answer.

With regards to the “lack of programming ability” comment below I have this
to say. I have been programming for 16 years so I am sure I can architect a
fine game engine.

So have I, but swedes are usually not known to brag about their abilities.
(Except when they’re drunk, of course… :wink:

(In case this doesn’t seem to apply in my case, it might be because I don’t
drink (well, once a year, perhaps), and because I’m half south european. :wink:

I do not know about your (Mattias) abilities but perhaps
you are being too hard on yourself as well.

One has to be critical to get better at things. When you’re satisfied, you stop
learning. (Being a songwriter, I can say that applies to art as well; probably
to everything that requires skill and/or experience.)

I am not about to compare my
game to a commercial game since no one can expect me to be able to put the
same number of man years into a game engine as Interplay or one of its
partners.

OTOH, it would be possible to share and reuse a great deal of code in a
Free/Open community, in order to improve the engine quality/development time
ratio, but for various reasons, game programmers are very reluctant to do so…

The quality of a project should be judged not only on
functionality but on the amount of planned effort as well.

Well, sure, but it happens that Code Talks, and that’s just the way it is,
whether you’re writing closed or open source code. (I should know, having spent
the better part of my time lately designing an API rather than coding anything
"useful"… The Community is indeed helpful and interested in my work, but
every single line of MAIA is still my own code, and probably will be until
it’s more or less ready for prime time.)

I will do the
best I can given a reasonable amount of effort for an individual that is
already working full time at a day job.

Yes, that’s the best most of us can do - which is not all that bad, judging
from the fact that this is how most of the software in the average Linux
distro was created!

//David

…- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------> http://www.linuxaudiodev.com/maia -' ..- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -’

Mattias Engdeg?rd wrote:

With regards to the “lack of programming ability” comment below I have this
to say. I have been programming for 16 years so I am sure I can architect a
fine game engine.

game engine != game

I never said that a game engine was the same thing as a whole game.
Regardless, I posted here to find technical answers not to become involved in a
argument. It seems to me that you just want to argue… thats fine, but count
me out. This reminds me of the days when I used to run a technical/programmers
BBS (back when DOS 3.1 was all the rage). I used to get so many kids in my news
forums and it seemed all they did was flame each other. I don’t see the sense
in it really. Of course, as moderator I let them be until they started swearing
at each other.

Game design is another issue… I cannot write the whole game myself (not enough
hours in a day). I will have to get some friends to help with the game design
aspect.

As far as technical difficulties… the only thing I have found is that the SDL
blitting is rather limited. I have decided to pre-rotate
all my images though… so I may be able to get away with the SDL blit
mechanism. Of course, a faster blit could be written that
takes in to account the known-to-be transparent portions of the image I am
blitting. No point in having to iterate through all those
transparent pixels when a simple “add” could skip over them.

Robin.–
Robin Forster, Systems Engineer,
SYSTEM INTERCONNECT Embedded PowerPC Bridging
For Broadband Voice and Datacomm PowerQUICC, PowerQUICC II
Tundra Semiconductor Corporation Advanced DSP Packet Manager (Tsi920)
http://www.rsforster.ottawa.on.ca/ Bigfoot PCIX-PCIX Bridge (Tsi320)

Robin Forster wrote:

As far as technical difficulties… the only thing I have found is that the SDL
blitting is rather limited. I have decided to pre-rotate
all my images though… so I may be able to get away with the SDL blit
mechanism. Of course, a faster blit could be written that
takes in to account the known-to-be transparent portions of the image I am
blitting. No point in having to iterate through all those
transparent pixels when a simple “add” could skip over them.

Take a look again. There is a flag you can set in a surface
(SDL_RLEACCEL) which will do exactly what you want - skip the areas
that are empty, by encoding the sprite during conversion. Depending
on the sprite data, I have seen as much as a 50% increase in speed.

As an interesting side note, Mattias wrote that code :slight_smile:

-Ray

Tue, 05 Dec 2000 winterlion wrote:

Just to forwarn : this message/reply is a bit of a rant about bad press
about linux.

Does anyone else have an answer to question 1 (below)? I was not looking
for a yes/no answer.

Mail convention is to quote relevant lines and reply under it, so:

  1. Are their any disadvantages to SDL under Linux over SDL with
    Windows/DirectX

SDL under Linux disadvantages?
streaming audio more complicated. (actually works better though)
OpenGL a little harder to program. (same)
threading is mandatory.

Huh? Isn’t it always, in any kind of RT system, as long as you do any serious
processing?

I -do- reccomend working with hardware supported by XF86/4.0 DGA
and unless you’re purely 2D ignoring fbcon/svgalib.
(personally I’m strictly fbcon unless -forced- to use XF86, say
by OpenGL)

In my case, the most solid 3D solution currently seems to be Utah-GLX, which
only works on XFree86 3.3.x… But indeed, for s/w rendering, 4.0.x is a lot
faster, and fbcon is even faster than that. (However, we still have some way to
go before we can match the sysRAM -> VRAM “blitting” speed of DirectX. DMA
support is required for that.)

SDL under Windows versus DirectX/Windows?
About the only thing I suspect here is that as Windows/OpenGL
tends to be somewhat buggy and unreliable compared to Direct3D
and SDL doesn’t really encourage Direct3D, I’m guessing that
use here is a little more complicated…

Dunno really… As to Windows games, it seems that the Direct3D ones are having
about as much trouble running correctly as the OpenGL ones.

Besides, the OpenGL games tend to work on WinNT as well as 95/98/ME, which is
not possible with Direct3D games. That is, OpenGL is more portable, even accross
Windows platforms.

Windows has support for more hardware than Linux (including X11,
fbcon, svgalib). There is also evidence from people on the list that
DirectX can be faster for 2D graphics than anything that SDL supports.
(Windows also seems to have faster OpenGL drivers than Linux, and this
is not likely to change in the near future for obvious reasons)

There are also advantages to using Linux over Windows for SDL

Well I -must- comment here. I cannot resist :slight_smile:
This is NOT true for all situations. What I’ve found is that when opengl
is properly hardware accelerated with good drivers, linux opengl is
considerably superior to either windows opengl or even windows directx.

I don’t know about superior, but I can’t say that anything’s missing in the
OpenGL games I’ve played on Linux…

But I do get a sense that there is considerable less stalls and skips on
Linux than on Windows. That may or may not be because I’m running lowlatency
patched kernels. (Sub ms worst case scheduling latency for SCHED_FIFO threads,
improved scheduling for the entire system. Seems to speed up multiprocessor
servers in some cases as well - no doing that kind of stuff myself, though.)

I won’t argue the 2D graphics though - SDL is still somewhat lacking here
although it has quite good blitting code. Not that I use it though :slight_smile:

It’s a driver design issue - DMA is the only way to get fast VRAM "access"
these days, and no Linux drivers do it, AFAIK. Unfortunately, every person who
would/could hack this in (myself included) seems to have other priorities…

I will -not- consider nVidia’s hardware to be properly supported under
linux.

Right; I was just reading some posts on the RTLinux thread, regarding these
closed source drivers. This should illustrate why drivers should not be closed
source…

They’re using hard STI/CLI in the open source part (which can be fixed), and
possibly in the closed part (which would be very serious…), which basically
means that the RTL IRQ and scheduling latencies are totally f*cked up…

IIRC, the latencies that have been observed in RTL with these drivers are in
the “several ms” range, which means Linux/lowlatency would suffer greatly as
well.

The conclusion has to be that we’d better get cards from serious vendors,
instead of messing around with this kind of stuff. This is especially important
for Linux, as many GNU/Linux users consider full control a very important reason
to use this platform.

My primary experience is with 3dfx hardware though.
3dfx hardware is -not- as stable, efficient or -fast- under windows as it
is under linux. AFAIK this is true for Matrox as well and I wouldn’t be
particularily surprised if ATI followed this as well.

I haven’t done any serious benchmarking myself, but the average of benchmarks on
the Matrox G400 indicates that Utah-GLX on XFree86 3.3.6 is just a few percent
slower than the Windows driver. In some cases it beats Windows…

Oh, and it never blows you system sky high, as the Windows drivers do
occasionally, especially with buggy games. Never even had an X crash with this
driver. This seems to be about as rock solid as it gets.

And I have no shortage of hardware that Windows does -not- support.

And there’s some hardware around with worthless Windows drivers, but excellent
Linux drivers. (Apart from the simple fact that Free/Open Linux drivers are
inherently more useful than Windows drivers, at least to developers and
embeded/turnkey systems designers.)

Linux on the flip side does not have as much support for bleading-edge
windows-oriented hardware such as nVidia’s chips. I’ve found no lack
outside of that.

Right. All but the single most popular OS will inherently have that problem in
any real world scenario. It has to be that way, as hardware designers are
hardly going to release their specs before driver for that OS has been released.

Now, some vendors are still too stupid/nervous/paranoid/… to release any
specs at all, which is a shame when they’re building good hardware… :frowning:

btw -> the 3dfx/XF86-4.0 drivers are a -lot- more stable and reliable than
the windows/3dfx drivers for some reason. Also more accelerated. This is
pretty much hard to prove by me at the moment other than hrm I found that
when a 3D accelerated game ran under wine under linux it was more stable
and cleaner than under windows…

this makes my whole comment rather biased due to ummm unprovability (I
canna figure out how to prove at the moment) but hrm I’ll take Linux/GL
over Windows/GL anytime. DirectX -is- more stable under windows than
OpenGL/windows though.

I’m not so sure about that. It does seem that the DirectX drivers are usually
more solid than the OpenGL ones, but OTOH, DirectX is incredibly good at
blowing your system to pieces if a game does something stupid…

//David

…- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------> http://www.linuxaudiodev.com/maia -' ..- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -’> On Tue, 5 Dec 2000, Mattias Engdegard wrote:

Wed, 06 Dec 2000 Robin Forster wrote:

Mattias Engdeg?rd wrote:

With regards to the “lack of programming ability” comment below I have this
to say. I have been programming for 16 years so I am sure I can architect a
fine game engine.

game engine != game

I never said that a game engine was the same thing as a whole game.
Regardless, I posted here to find technical answers not to become involved in a
argument. It seems to me that you just want to argue…

Well, we ain’t got nothin’ else to do! :wink:

thats fine, but count
me out. This reminds me of the days when I used to run a technical/programmers
BBS (back when DOS 3.1 was all the rage). I used to get so many kids in my news
forums and it seemed all they did was flame each other.

I know that one alright… The same phenomenon seems to occur in all kinds of
places, but luckily, there are places dedicated to the flamers these days,
where they can flame each other in real time chats all day long. heh

Unfortunately, the only real chat + message based community (non-technical)
I’ve ever seen on the net turned into an inferno of fire after some idiot
decided to announce it as “a place where you can discuss music…” etc,
bringing all the kids there. The site was closed short after that, shattering
what was left of the community of serious chatters.

As far as technical difficulties… the only thing I have found is that the SDL
blitting is rather limited. I have decided to pre-rotate
all my images though… so I may be able to get away with the SDL blit
mechanism.

If that isn’t good enough, you might be thinking about things that require
heavier processing than you’d want to do in software anyway… (Depending on
what kind of frame rate you need, of course.)

Of course, a faster blit could be written that
takes in to account the known-to-be transparent portions of the image I am
blitting.

RLE - supported by SDL.

//David

…- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------> http://www.linuxaudiodev.com/maia -' ..- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -’

Tue, 05 Dec 2000 winterlion wrote:

Just to forwarn : this message/reply is a bit of a rant about bad press
about linux.

Does anyone else have an answer to question 1 (below)? I was not looking
for a yes/no answer.

Mail convention is to quote relevant lines and reply under it, so:

  1. Are their any disadvantages to SDL under Linux over SDL with
    Windows/DirectX

SDL under Linux disadvantages?
streaming audio more complicated. (actually works better though)
OpenGL a little harder to program. (same)
threading is mandatory.

Huh? Isn’t it always, in any kind of RT system, as long as you do any serious
processing?

g threading runs into trouble with some archaic systems… like CORBA for
instance deep sigh.

Tried to get an SDL system using mico and it fell down…

but yes, threading’s pretty much a given these days. Regardless of how
complicated interthread communications is…

G’day, eh? :slight_smile:
- Teunis
kOn Wed, 6 Dec 2000, David Olofson wrote:

On Tue, 5 Dec 2000, Mattias Engdegard wrote:

Wed, 06 Dec 2000 winterlion wrote:

threading is mandatory.

Huh? Isn’t it always, in any kind of RT system, as long as you do any serious
processing?

g threading runs into trouble with some archaic systems… like CORBA for
instance deep sigh.

Tried to get an SDL system using mico and it fell down…

Well, I was actually thinking about more low level stuff, like adding a
texture cache manager or procedural texture generator as a separate thread, to
avoid it interfering with the rendering. That’s a quite essential part of any
modern high performance 3D engine, and probably some 2D engines as well.

(An example of where a 2D engine would benefit from threading: Full frame rate
scrolling of a screen on which you have heavy rendering that most probably
won’t run full frame rate on the average target system. It can be done in
other ways, but it’s incredibly messy, especially it you want it to adapt to
the available CPU power. Been there, done that. Inter-thread communication is
less messy.)

but yes, threading’s pretty much a given these days. Regardless of how
complicated interthread communications is…

It doesn’t have to be all that complicated, as long as you desing the system
properly. Basically, consider “transactions” expensive (not only beause they
are in some cases…), and you should end up with more sane designs.

Oh, lock-free FIFOs are nice and easy to use, and don’t result in the more time
critical threads to be blocked by lower priority threads. (The most common error
in audio applications…) It’s probably the single most useful primitive when
doing communication between a high priority (hard) real time thread, and a lower
priority soft RT thread.

//David

…- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------> http://www.linuxaudiodev.com/maia -' ..- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -’

Please stop spamming the SDL list with this topic.

Thank you.

m.–
Programmer “Ha ha.” “Ha ha.” "What are you laughing at?"
Loki Software "Just the horror of being alive."
http://lokigames.com/~briareos/ - Tony Millionaire