If you trust the wiki:
http://www.opengl.org/wiki/GL_EXT_framebuffer_object
"GL_ARB_framebuffer_object brings together GL_EXT_framebuffer_object,
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
GL_EXT_packed_depth_stencil which are all folded into the core of GL 3.0."
Jonny DOn Wed, Feb 3, 2010 at 8:30 PM, nfries88 wrote:
Bob wrote:
On Tue, Feb 2, 2010 at 9:51 PM, Sam Lantinga <> wrote:
Are we talking about adding it to the SDL 2D graphics API or are we
talking about making sure that the version of the OpenGL API that SDL
provides includes at least the full OpenGL 3.1 API so we have access
to texture, render, and frame buffer objects? Seems like you have tohave a video card and graphics drivers that can support OGL 3.1 before
you can safely add anything to the 2D API.We are talking about adding it to the 2D API, of course.
Worst-case scenario, if SDL is unable to retrieve an OpenGL context for the
appropriate version, it can be done in software by the method discussed by
hardcoder:[quote=hardcoder]Render target is a way powerful thing than just a “blit
target”. Blitting one texture to another can be easily achieved using
software blending/adding/whatever with pixels read back from video driver.
This doesn’t have much sense thou since textures are not meant to be
modified often in runtime and if it is only about blending few images
together it can be done using surface blits and using resulting surface as
texture source.[/quote]
Is this optimal? No. Will it produce the same quality of results that the
proper method would do? Likely not. Will it, for all intensive purposes, do
the job? Sure will.I know support is trivial in DirectDraw, and I’d bet it’s not much more
difficult in Direct3D. It’s trivial in software, too. OpenGL is the only
real issue here, and only in versions earlier than 3.0 (or, from what you’re
saying, 3.1? You’re probably right, but I could swear FBOs were mentioned in
3.0 specification too when I read it).
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