1) Since "compositing" is always default, could you drop the "default" setting entirely and use the second option "compositing (default)" as default? 2) Could you add a "(not 100% supported)" to the "opengl" target? That way people would know that it should be the least usable option. Maybe add the reason in bubble help (lack of render target, no FBO etc.) 3) Could you gray out "Batching Mode" for "opengl" and "compositing" (they don't use it, if i understand it correctly)?
And another question What is "Batching mode"? What does it do, what is the benefit?
And a final question Would the SDL2 prefs editor be out of scope for the LIBGL settings from gl4es/opengles2? Like LIBGL_VERSION, LIBGL_VSYNC and such? Then we could have all the possible options in one prefs? (And of course, grey them out, if gl4es/opengles2 is not used)
And it would match too, since opengles2 is a driver.
1) I wouldn't want to drop default because IMHO we need a "normal" way of operation when there are no settings forced by the user. Even if the normal mode happens to be the same as "compositing" mode (today).
2) Sure. There is something in the readme file, too, but I should know by now that people don't read mes. Going to rename to IgnoreMe :)
3) Yes they use. But not all applications can benefit from batching. If your application draws 1000 lines or sprites per frame, then it might benefit from reduced draw calls. But applications that do only one RenderCopy (ScummVM, Lite-XL, MilkyTracker) cannot get anything from batching because there is nothing to "batch".
But if you have some bullet hell shooter, that's a good candidate for gains.
Thank you for keeping it up to date! Works great so far!
SDL2 2.0.20 RC1 introduces some nice autoscaling feature. So a Game that opened a 640x480 Screen before (linked to SDL2 2.0.14 U1) is now being shown on a Screen with the same resolution like the Workbench Screen. This is pretty cool for 4:3 Games as they are being rendered correctly now on a widescreen monitor (without the need to adjust input signal) keeping original aspect ratio with addition of black borders to the left and right.
I would like to know which parameter/flag/hint is responsible for this because not every game linked to 2.0.20 RC1 shows this behavior.
I haven't tested but I'm guessing SDL_RENDER_LOGICAL_SIZE_MODE
Thanks. To set game resolution automatically to desktop resolution the flag "SDL_WINDOW_FULLSCREEN_DESKTOP" needs to be added to the window flags. SDL_RENDER_LOGICAL_SIZE_MODE can then be used to control scaling behavior.
Interesting! Setting SDL_HINT_RENDER_LOGICAL_SIZE_MODE to "0" / "letterbox" works on my machine using compositing renderer. I get some random flickering when using OpenGL ES 2 renderer.
However i get a black or grey screen when using "1" / "overscan" using compositing renderer. It works using OpenGL ES 2 renderer, but the resulting image doesn't looks like as supposed to look like: "Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen".
Please try to enable batching for OpenGLES 2. IIRC some SDL2 internal test programs show flickering output without batching. Need to debug also that some day.