Hi,
I’ve been using SDL for some time, but now there are some limitations, that
I don’t know how to overcome.
For example, I’d like to create a hided window with an OpenGL context, load
some stuff in the background and once everything is ready, hide the splash
screen and show the main window (and change display mode if necessary).
Something similar is what most comercial games do, since a black window
during a long time doesn’t look very good.
Another issue is that SDL may initialize a software only OpenGL context. In
that case I would like to try with different pixelformat, and if nothing
works just throw an error. On windows you determine if the current gl
context is accelerated by looking into the flags returned by
DescribePixelFormat. However, SDL does not provide how to do that.
I think that there are two ways of solving this:
1.- I can propose some changes in the API, and implement them on win32, and
hoppe they ‘get accepted’ and implemented on the other platforms. (I don’t
have too much experience with other OSs).
2.- Do my own window management and opengl initialization on the platforms I
know, falling back to SDL in the other cases. I would still like to use SDL
input and events, because some important parts of my code depend on them,
and I don’t know if it’s possible to just create the window and let SDL
control it.
Any other ideas? What’s the proper way to go?
Ignacio Casta?o
@Ignacio_Castano_______________________________________________________________
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