For what it’s worth, I’m pro this (dropping the BMP function entirely).
Seems crazy to have this bundled as part of SDL to me; just drop libpng
into your application if you want png support. It’s documented extensively
and already ported to pretty much everything.~
Doug.
On Mon, Dec 17, 2012 at 6:00 AM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:
I think the problem is that 1.3 was probably the time to do that
(which is when the API kept changing all the time). The jump to 2.0 is
what set the API as being considered stable (as in what’s there will
remain there), unless I misunderstood something.And yeah, if it was me, I’d rather just get rid of the LoadBMP
altogether (along with SaveBMP, LoadWAV and SaveWAV). In tutorials
loading bitmaps could be a good time to teach newcomers to use the
satellite libraries while for tests we could probably just generate
some quick assets procedurally to do the job.2012/12/16 Rodrigo :
Since SDL2 is already not backward compatible, this is the right time to
get
rid of that IMO.
SDL2 is not officially realeased it should not a a problem to break some
stuff. Dont you think?Date: Sun, 16 Dec 2012 17:01:38 -0300
From: Sik the hedgehog <sik.the.hedgehog at gmail.com>To: SDL Development List
Subject: Re: [SDL] pnglite wrapper
Message-ID:<CAEyBR+U_JwTJ8WCdV_GJ-jcLmUU3x450URntgvL6wCkZWxe1qw at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8If I recall correctly, Paint doesn’t even support BMP anymore. At
least for saving. But yeah, there’s the problem you can’t get rid of
SDL_LoadBMP without breaking lots of tutorials and the like - but
adding a second format would then lend to the question of “why not add
more” and result in requests for adding more popular formats (at the
very least JPEG and GIF), which then makes us wonder why shouldn’t the
functions just be used for loading images in general (defeating
SDL_Image’s purpose).
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