Just can't stay away
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@Kamelito
Since SDL provides abstraction over native API, there is a small function call overhead. I don't have any numbers though.
If you consider CompositeTags features, you can draw faster with native call because there is always one drawcall per "sprite" (or quad) in SDL2 (no sprite batching). Natively you could draw many sprites per one drawcall assuming they use the same texture (sprite sheet).
If you consider OpenGL features, it shouldn't matter if you use SDL or not. SDL is only used to setup the context.
Power of SDL comes from the portability. It's generally very easy to target multiple platforms at once. You can get a simple app running on a new OS in a matter of minutes. It's amazing.
SDL2 is not my port, I am one of the contributors. SDL2 can be linked dynamically or statically. It depends on the developer and end user really doesn't need to care. Also SDL1 was a shared object. Nobody has talked about making an Amiga library so I guess there is no interest, but hey, it's open source.
Personally I don't see a big benefit of .library over .so in this case. If developers link dynamically, binaries are not bigger than with native libraries (why would they be?).
Sadly, you cannot fill modern hard discs with AmigaOS binaries. There is a couple of reasons for that :)
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