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Re: SDL1 open issues
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 348
@kas1e

Filesystem may need porting but smart_ptr and format likely not. SuperTux uses OpenGL or SDL Renderer. I didn't look further but I suppose it can be compiled without OpenGL if necessary.

You can check the serial log after HW_SURFACEs have been enabled: https://github.com/capehill/os4sdl/blo ... os4/SDL_os4surface.c#L414

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Re: SDL1 open issues
Quite a regular
Joined:
2006/11/22 17:57
From Italy, Rome
Posts: 575
wrong thread, sorry

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Re: SDL1 open issues
Home away from home
Joined:
2007/9/11 11:31
From Russia
Posts: 4349
@Capehill
Based on your expirience with SDL, how hard it will be to add OpenGLE2 support to SDL1 ? I mean what need to be done for, some lots of new code ? Is it "only" about creating video/amigaos4/SDL_os4gles.c taken SDL_os4gl.c as example ?


Edited by kas1e on 2018/2/8 21:43:43
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Re: SDL1 open issues
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 348
@kas1e

How do yo plan to select the library? IIRC there is no hint subsystem or version attributes in SDL1. You could use a flag maybe.

It's not necessarily very hard but code can get more messy. It would be a good idea to refactor the code a bit at the same time, use separate files etc.

But SDL1 is a dead horse. I would rather port application to SDL2.

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Re: SDL1 open issues
Home away from home
Joined:
2007/9/11 11:31
From Russia
Posts: 4349
@Capehill
For us on aos4 when we port things, its still most if time sdl1 :( imagine rewrite 20 apps from sdl1 to sdl2 just to make a port of some game :)

But yeah, if choice to where spend resources, then sdl2 for sure

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