When will hardware transparent be avaible

Hello Sam, hello the list,

Do you plan any date for the hardware transparent for SDL under win32 ?
And what do you think about the idea of integrating little font system into SDL
? Because if we use hardware, we MUST use font as images, I mena,
SDL_HWSURFACES, no ?
Andin which state is the MAcOS port ?

Best regards,

Stephane Magnenat
Stephane.magnenat at urbanet.ch

Hello Sam, hello the list,

Do you plan any date for the hardware transparent for SDL under win32 ?

It works now, but there’s no way of knowing beforehand whether or not to
put your surfaces in hardware to take advantage of acceleration.
This is being fixed. Hopefully by the end of the week you’ll be able
to have easy to use hardware accelerated colorkey blitting and flipping.

And what do you think about the idea of integrating little font system into SDL
? Because if we use hardware, we MUST use font as images, I mena,
SDL_HWSURFACES, no ?

Try out the TTF library – an example is in the demos archive.

Andin which state is the MAcOS port ?

Urg. On hold. :slight_smile:

Priorities at the moment:
double-buffering support
Relative mouse motion under DirectX
BeOS Release 4 support
Joystick support

Networking is in there somewhere… :slight_smile:

If anyone wants anything in particular first, let me know!
:slight_smile:

See ya!
-Sam Lantinga (slouken at devolution.com)–
Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/

Stephane Magnenat <stephane.magnenat at urbanet.ch> writes:

Hello Sam, hello the list,

Do you plan any date for the hardware transparent for SDL under win32 ?
And what do you think about the idea of integrating little font system into SDL
? Because if we use hardware, we MUST use font as images, I mena,
SDL_HWSURFACES, no ?
Andin which state is the MAcOS port ?

how about hardware transparent under X as well (using Glide)

j

how about hardware transparent under X as well (using Glide)

Nope, not unless you figure out how to use Glide as a framebuffer.

See ya!
-Sam Lantinga (slouken at devolution.com)–
Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/

Thanks Sam for this radid answer

Hello Sam, hello the list,

Do you plan any date for the hardware transparent for SDL under win32 ?

It works now, but there’s no way of knowing beforehand whether or not to
put your surfaces in hardware to take advantage of acceleration.
This is being fixed. Hopefully by the end of the week you’ll be able
to have easy to use hardware accelerated colorkey blitting and flipping.

Ok, very cool :slight_smile:

And what do you think about the idea of integrating little font system into SDL
? Because if we use hardware, we MUST use font as images, I mena,
SDL_HWSURFACES, no ?

Try out the TTF library – an example is in the demos archive.

It says an error, but TTFlib is installed :

ttfdemo: error in loading shared libraries
libttf.so.2: cannot open shared object file: No such file or directory

The problem with TTF is that we need 2 another dll and it seems hard to use no ?
But it’s just in my computer that such problems with TTF append, ok, it seems
to be cool.

Andin which state is the MAcOS port ?

Urg. On hold. :slight_smile:

Ok, no problem, put do you plan it before 2 mounths ?

Priorities at the moment:
double-buffering support
Relative mouse motion under DirectX
BeOS Release 4 support
Joystick support

I think MacOS is more important, because SDL is more use for 2d game (for 3d
there is Mesa) and 2d game don’t use a lot Joystick

Networking is in there somewhere… :slight_smile:

If anyone wants anything in particular first, let me know!
:slight_smile:

Yes, I thinkk networking, after bug fixing is the most important thing, because
all others things (except MacOS) are upgrading, so programmer can also work
with which exists, but networking is an impoortant part of today’s gaming, and
it need to be supported. For first time, only an multiplateform TCP/IP
correct implementation will be fine.

See ya!
-Sam Lantinga (slouken at devolution.com)


Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/

Thanks for all the great work you do,

Best regards,

Stephane Magnenat
Stephane.magnenat at urbanet.ch

Hello Sam, hello the list,

Do you plan any date for the hardware transparent for SDL under win32 ?
And what do you think about the idea of integrating little font system into SDL
? Because if we use hardware, we MUST use font as images, I mena,
SDL_HWSURFACES, no ?
Andin which state is the MAcOS port ?

Is there PC hardware that does hardware transparencies? I wasn’t aware of
it. anyway, if it’s implementable under Win32, it’s implementable under
any architecture with the same hardware, theoretically. However, that
would break the cross-platform-to-Mac/Be-Os compatibility, unless you also
have a software emulation mode as well, which is probably also a good idea
for PCs whose video cards don’t do hardware transparency…On Mon, 12 Oct 1998, Stephane Magnenat wrote:

Best regards,

Stephane Magnenat
Stephane.magnenat at urbanet.ch


Scott M. Stone <sstone at pht.com, sstone at turbolinux.com>

Head of TurboLinux Development/Systems Administrator
Pacific HiTech, Inc (USA) / Pacific HiTech, KK (Japan)
http://www.pht.com http://armadillo.pht.co.jp
http://www.pht.co.jp http://www.turbolinux.com

Is there PC hardware that does hardware transparencies?

Yes. My Matrox Millennium supports hardware colorkey blits

anyway, if it’s implementable under Win32, it’s implementable under
any architecture with the same hardware, theoretically. However, that
would break the cross-platform-to-Mac/Be-Os compatibility, unless you also
have a software emulation mode as well, which is probably also a good idea
for PCs whose video cards don’t do hardware transparency…

SDL supports software colorkey blits with both RLE acceleration and
hardware acceleration when possible.

I’m having a tough time figuring out how to implement colorkey acceleration.
Here’s the problem:
if colorkey blits are supported in hardware,
and
there’s plenty of video memory
and
most of the drawing will be done with blits
then
create the video surface in video memory
create images in video memory
else
create everything in system memory
endif

The trouble is I can get all the information necessary to find out
whether to create the images in video memory, but not whether or not
to create the display surface in video memory.
It’s a decision that really needs to be made at the application level,
but I don’t have any good way to relay that information to the user.

Ideas?

See ya!
-Sam Lantinga (slouken at devolution.com)–
Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/

Networking is in there somewhere… :slight_smile:

Networking will be a bunch of macros around BSD sockets, unless the MacOS port
stuffs everything up.

Is there a proposed network API? I’ll fill in the blanks if you give me the
API.

If anyone wants anything in particular first, let me know!

More cool demos! :wink:

Oh, that reminds me, the artwork for my missile control game is ready (I just
have to collect it from my friend’s house, because he doesn’t have a 'net
connection), so there will be another cheesy arcade-style demo for everybody
to laugh at :wink:

I still have a couple of bug-fixes to go, but it should be ready any day now. (
I know how to fix them, but I haven’t had the time to fix them)On Mon, Oct 12, 1998 at 10:29:05AM -0700, Sam Lantinga wrote:


– Michael Samuel

Networking is in there somewhere… :slight_smile:

Networking will be a bunch of macros around BSD sockets, unless the MacOS port
stuffs everything up.

Is there a proposed network API? I’ll fill in the blanks if you give me the
API.

If anyone wants anything in particular first, let me know!

More cool demos! :wink:

Oh, that reminds me, the artwork for my missile control game is ready (I just
have to collect it from my friend’s house, because he doesn’t have a 'net
connection), so there will be another cheesy arcade-style demo for everybody
to laugh at :wink:

I still have a couple of bug-fixes to go, but it should be ready any day now. (
I know how to fix them, but I haven’t had the time to fix them)

I have a good starting point for the network code… it’s a message
passing library that I wrote, based on some socket code from a mud… want
to see?On Tue, 13 Oct 1998 michael at surfnetcity.com.au wrote:

On Mon, Oct 12, 1998 at 10:29:05AM -0700, Sam Lantinga wrote:


Scott M. Stone <sstone at pht.com, sstone at turbolinux.com>

Head of TurboLinux Development/Systems Administrator
Pacific HiTech, Inc (USA) / Pacific HiTech, KK (Japan)
http://www.pht.com http://armadillo.pht.co.jp
http://www.pht.co.jp http://www.turbolinux.com

At 11:23 AM 10/13/98 +0900, you wrote:

I have a good starting point for the network code… it’s a message
passing library that I wrote, based on some socket code from a mud… want
to see?

As long as it’s portable between Linux and Win32 (And preferably BeOS), I’d
be interested in it as well.


| |/ || | _ | || Knight Walker |
| / | / / || mailto:@Knight_Walker |
| \ | ___ || http://www.aros.net/~kwalker |
| |\ || / \ || ftp://ftp.aros.net/pub/users/kwalker |
|| |||| || ____________________________________/

Screw hardware transparency…

I WANT MIDI!!! NOW!!! :slight_smile:

Paul Lowe
xpaull at ultraviolet.org

Weren’t you the guy who complained about a program that crashed with a seg-fault
for no reason? Well…I looked at your missile control program thingy and traced
the seg fault to your event handling code (activation, keyboard etc)…I hope
that helps…

Paul Lowe
xpaull at ultraviolet.org

michael at surfnetcity.com.au wrote:> On Mon, Oct 12, 1998 at 10:29:05AM -0700, Sam Lantinga wrote:

Networking is in there somewhere… :slight_smile:

Networking will be a bunch of macros around BSD sockets, unless the MacOS port
stuffs everything up.

Is there a proposed network API? I’ll fill in the blanks if you give me the
API.

If anyone wants anything in particular first, let me know!

More cool demos! :wink:

Oh, that reminds me, the artwork for my missile control game is ready (I just
have to collect it from my friend’s house, because he doesn’t have a 'net
connection), so there will be another cheesy arcade-style demo for everybody
to laugh at :wink:

I still have a couple of bug-fixes to go, but it should be ready any day now. (
I know how to fix them, but I haven’t had the time to fix them)


– Michael Samuel

Screw hardware transparency…

I WANT MIDI!!! NOW!!! :slight_smile:

I want both, yesterday :)On Mon, 12 Oct 1998, Paul Lowe wrote:

Paul Lowe
xpaull at ultraviolet.org


Scott M. Stone <sstone at pht.com, sstone at turbolinux.com>

Head of TurboLinux Development/Systems Administrator
Pacific HiTech, Inc (USA) / Pacific HiTech, KK (Japan)
http://www.pht.com http://armadillo.pht.co.jp
http://www.pht.co.jp http://www.turbolinux.com

Screw hardware transparency…

I WANT MIDI!!! NOW!!! :slight_smile:

I want both, yesterday :slight_smile:

Okay you two, IMPLEMENT MIDI! :slight_smile:

See ya!
-Sam Lantinga (slouken at devolution.com)> On Mon, 12 Oct 1998, Paul Lowe wrote:


Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/

Screw hardware transparency…

I WANT MIDI!!! NOW!!! :slight_smile:

I want both, yesterday :slight_smile:

Okay you two, IMPLEMENT MIDI! :slight_smile:

I tried this, actually (not in SDL, but as a separate library). I
couldn’t quite get the timing to work right - ie, it would sit and wait
for /dev/sequencer to become writable, and if i tried to skip around it,
it would desynchronize the tracks… very odd.On Mon, 12 Oct 1998, Sam Lantinga wrote:

On Mon, 12 Oct 1998, Paul Lowe wrote:

See ya!
-Sam Lantinga (slouken at devolution.com)


Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/


Scott M. Stone <sstone at pht.com, sstone at turbolinux.com>

Head of TurboLinux Development/Systems Administrator
Pacific HiTech, Inc (USA) / Pacific HiTech, KK (Japan)
http://www.pht.com http://armadillo.pht.co.jp
http://www.pht.co.jp http://www.turbolinux.com

Screw hardware transparency…

I WANT MIDI!!! NOW!!! :slight_smile:

I want both, yesterday :slight_smile:

Screw SDL, I want someone to do my Hilbert space assignment!

:slight_smile:
njhOn Tue, 13 Oct 1998, Scott Stone wrote:

On Mon, 12 Oct 1998, Paul Lowe wrote:

Screw SDL, I want someone to do my Hilbert space assignment!
Yeah, and I want someone to do my Bezier surface patch splitting
with recursive subdivisions to work and work with random points…> :slight_smile:
njh

Le Tue, 13 Oct 1998, vous avez ?crit :

Is there PC hardware that does hardware transparencies?

Yes. My Matrox Millennium supports hardware colorkey blits

anyway, if it’s implementable under Win32, it’s implementable under
any architecture with the same hardware, theoretically. However, that
would break the cross-platform-to-Mac/Be-Os compatibility, unless you also
have a software emulation mode as well, which is probably also a good idea
for PCs whose video cards don’t do hardware transparency…

SDL supports software colorkey blits with both RLE acceleration and
hardware acceleration when possible.

I’m having a tough time figuring out how to implement colorkey acceleration.
Here’s the problem:
if colorkey blits are supported in hardware,
and
there’s plenty of video memory
and
most of the drawing will be done with blits
then
create the video surface in video memory
create images in video memory
else
create everything in system memory
endif

The trouble is I can get all the information necessary to find out
whether to create the images in video memory, but not whether or not
to create the display surface in video memory.
It’s a decision that really needs to be made at the application level,
but I don’t have any good way to relay that information to the user.

Ideas?

What can’t you get :
1 ) Number of amount of VIDEO-RAM installed.
2 ) hardware transparent bliiting capabilities ?

If propose this :
Implement a SDL_giveHWinfos(Uint32 nbbyteof HWRAM);
And let the programmer decide whether or not use HW depending of the RAM.

Best regards,>See ya!

-Sam Lantinga (slouken at devolution.com)


Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/


Stephane Magnenat
Stephane.magnenat at urbanet.ch

If propose this :
Implement a SDL_giveHWinfos(Uint32 nbbyteof HWRAM);
And let the programmer decide whether or not use HW depending of the RAM.

The amount of RAM is a misleading number.
For example, on X11 DGA, you might have 1 MB of RAM, organized into banks
of 1024 1-byte pixels, so, of course at a 1024x768 resolution, you can get
a 512x512 texture in video memory, right?
Wrong. You can get 4 256x256 textures, but the way the memory is laid
out, you can’t fit a 512x512 texture in there.

That’s a fabricated example because often you don’t need that large of a
texture, and using video memory under X11 DGA has no benefit at all, but
my point is that it’s not necessarily helpful to know how much video memory
is available.

See ya!
-Sam Lantinga (slouken at devolution.com)–
Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/

Le Tue, 13 Oct 1998, vous avez ?crit :

If propose this :
Implement a SDL_giveHWinfos(Uint32 nbbyteof HWRAM);
And let the programmer decide whether or not use HW depending of the RAM.

The amount of RAM is a misleading number.
For example, on X11 DGA, you might have 1 MB of RAM, organized into banks
of 1024 1-byte pixels, so, of course at a 1024x768 resolution, you can get
a 512x512 texture in video memory, right?
Wrong. You can get 4 256x256 textures, but the way the memory is laid
out, you can’t fit a 512x512 texture in there.

That’s a fabricated example because often you don’t need that large of a
texture, and using video memory under X11 DGA has no benefit at all, but
my point is that it’s not necessarily helpful to know how much video memory
is available.

Ok, I understand, so how to do it ?
Can we allocate hardware if we only have surface less than 128x128 and less on
1 mb of data on a 2 mb video card and hope all with go withouh errors ? Or will
SDL look after all this problems ? And why do you suddenly get thoses problems,
hardware worked on win 32 no ? I don’t udnerstand why transparent bring all
thoses problems.

See ya!
-Sam Lantinga (slouken at devolution.com)


Author of Simple DirectMedia Layer -
http://www.devolution.com/~slouken/SDL/

Best regards

Stephane Magnenat
Stephane.magnenat at urbanet.ch