Open GL/joystick success with latest CVS

Hi all,
I can report that the OpenGL code - both software and hardware
accelerated with GLX - works like a charm with the Jan 6 tarball. It is
very cool to have my G400 rendering hardware accelerated stuff while I
can use all of SDL’s audio, surface and timing routines :slight_smile:
Also the new joystick routines work very well with my Sidewinder. Kudos
to the team! I have RH 6.0, a G400 and the latest CVS version. Haven’t
tried it with the cross-compiler yet but plan to do so tonight.

Paul.–

Realise the truth - there is no .sig

Paul Furber wrote:

Hi all,
I can report that the OpenGL code - both software and hardware
accelerated with GLX - works like a charm with the Jan 6 tarball.

Erm, sorry I don’t know why I posted this in reply to a BEOS question.–

Realise the truth - there is no .sig

Hi all,
I can report that the OpenGL code - both software and hardware
accelerated with GLX - works like a charm with the Jan 6 tarball. It is
very cool to have my G400 rendering hardware accelerated stuff while I
can use all of SDL’s audio, surface and timing routines :slight_smile:
Also the new joystick routines work very well with my Sidewinder. Kudos
to the team! I have RH 6.0, a G400 and the latest CVS version. Haven’t
tried it with the cross-compiler yet but plan to do so tonight.

Yay! :slight_smile:
The GL stuff isn’t implemented under Windows yet.

-Sam Lantinga				(slouken at devolution.com)

Lead Programmer, Loki Entertainment Software–
“Any sufficiently advanced bug is indistinguishable from a feature”
– Rich Kulawiec

Yay! :slight_smile:

Yep, works fine for me too, just so you know.

The GL stuff isn’t implemented under Windows yet.

I might be able to do that. I’m not sure. I will tell you that I am working
on the SVGAMesa context manager and the FXMesa context manager (Both for my
own use, but if you want to integrate them, feel free) Hang on, I already
told you this. OK, fine. Also, I added the GL “hack” to IMGLib I told you
about, and I’ll toss that your way probably later this evening. Just need to
tidy up a bit. AFAIK that works, but I haven’t actually tested it with GL
yet. Something else that we need to look at (and I don’t know if you’ve done
this) is popping a flag on the SDL_AllocSurface routine to indicate whether
or not we want to allocate it as a GL surface or not. (And yes, using
IMGLib, this will get REAL pukey REAL fast, but I can hack that in also. In
fact, that would be the more intelligent way of doing that) OR, we could
look at an SDL_GL_SurfaceConvert function.

-Sam Lantinga (slouken at devolution.com)

Nicholas

----- Original Message -----
From: slouken@devolution.com (Sam Lantinga)
To: sdl at lokigames.com
Date: Saturday, January 08, 2000 10:16 AM
Subject: Re: [SDL] Open GL/joystick success with latest CVS