just wondering - anyone know how to convince a software OpenGL to work
onto an SDL surface?
conditions:
should be relatively portable g
can’t conflict with openGL present heh (ideally - use it)
I’m running DRI/opengl myself. Looking into getting -some- kind of opengl
under FB/con for testing g
G’day, eh?
- Teunis
PS: if you’re using SDL_OPENGL, make sure that the returned flags
(SDL_GetVideoSurface()->flags & SDL_OPENGL). Otherwise you get
interesting segmentation faults when opengl doesn’t work… and under FB,
that can lock the console!
just wondering - anyone know how to convince a software OpenGL to work
onto an SDL surface?
I made a quick hack to make TinyGL to work with SDL. It really is a quick
hack, but seems to work at least in windows mode on win32 and linux. The
hack is currently a part of my Teddy project, see glelite.sf.net
PS: if you’re using SDL_OPENGL, make sure that the returned flags
I am not using SDL_OPENGL. I simply use software renderer and tell it to
render to the pixel address of the surface. I haven’t finished the
fullscreenmode, it probably has some locking not done yet.