Sdl 1.3/2.0

Hello !

A lot of opinions were published here
about how SDL 1.3/2.0 could and should
handle 2D/3D. The source is open, but it
is hard for outsiders to understand the new
concepts of SDL 1.3

Could SDL 1.3 handle in its current form
also a DirectDraw driver ? Or does it only support
3D systems ?

CU

Hello !

A lot of opinions were published here
about how SDL 1.3/2.0 could and should
handle 2D/3D. The source is open, but it
is hard for outsiders to understand the new
concepts of SDL 1.3

I don’t even think they’re set in stone yet, but indeed; some quick
overview of the relation between textures and surfaces and other
concepts would probably make it easier to grasp. It seems nice,
simple and logical to me, but I’m not sure I understand the details
and intentions well enough to write up something like that.

Could SDL 1.3 handle in its current form
also a DirectDraw driver ? Or does it only support
3D systems ?

Well, it already supports software rendering over X11, so I suppose
DirectDraw shouldn’t be a problem…

I don’t see anything in the design that prevents the use of this
type of targets. The changes are mostly about avoiding the kind of
horrible hacks that are needed in glSDL and similar backends ta make
them behave like “normal” backends. Blitting to “textures”, blitting
from the screen, direct pixel access… (Aargh!!! :smiley: ) AFAICT, SDL
1.3 still allows applications to do all of this, but (unlike SDL 1.2)
it doesn’t encourage it. It also provides more ways of doing stuff in
"accelerator friendly" ways, that are still compatible with efficient
software rendering.

//David Olofson - Programmer, Composer, Open Source Advocate

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