David’s glSDL wrapper
seems to be Linux only.
I know for a fact that it works on Win32, and I think it works on Mac OS X as well. Should work with any platform that has OpenGL, unless I did something stupid somewhere. (In the next release, though, I’ll even try to have it compile properly without faking the #defines from autoconf…
Basically, if I don’t say anything about platforms, assume the code is supposed to be portable.
As I need to create an App that can be used in Windows and in Linux (that is
why I wanted to use SDL) I can’t use it.
Well, you could, but it doesn’t have an official “stretch blit” function, as SDL’s 2D API doesn’t. Using OpenGL directly would be better in your case - and cleaner.
Bus as I need to do the stuff in
Pascal anyway, and as supposedly the only API I need is “stretchblt”, maybe
it can help me learn what I need to do to access OpenGL and I can recreate
the OpenGL access functions in Pascal for both environments. That would mean
dropping SDL (and you get rid of me ). Is this reasonable ?
Why drop SDL to get access to OpenGL? Doesn’t the Delphi port of SDL support setting up OpenGL contexts? (And there most probably are a bunch of OpenGL wrappers for Pascal. Check out the games programming sites.)
//David
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| David Olofson
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`-----> We Make Rheology RealOn Sun, 16/06/2002 22:55:00 , Michael Schnell wrote: