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Re: SDL2
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Second release of SDL 2.32.10 is available: https://github.com/AmigaPorts/SDL/rele ... 2.32.10-amigaos4-release2

Changes:

Quote:

- Compositing renderer: support IYUV/YV12 texture formats.
- Improve timer code.
- Implement SetWindowInputFocus.
- Refactor OpenGL context code.
- Add Mesa context support.
- Change OpenGL renderer GL version to 2.1: it uses Mesa now, instead of MiniGL.
- Update documentation.


Direct link: https://github.com/AmigaPorts/SDL/rele ... migaos4-release2/SDL2.lha

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Re: SDL2
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@Capehill
THX!

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Re: SDL2
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@Capehill

great!!! thxAlot

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Re: SDL2
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@Capehill

Thank you for adding support for Mesa and for your tireless work on SDL.

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
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Re: SDL2
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@Capehill

Thanks for your never ending support and updates!
You´re the best!

1989-> A500, A600, A3000, A4000, A1200, CD32, µA1, PegII, A1XE, CDTV, Amy/416D79, A1X5000, Vampire 500 V2+, Vampire 600 V2, Amy-ITX, Denise ITX, Apollo V4SA, A1X5000/40 <-2026
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Re: SDL2
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Is there documentation of what the values for the below are:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, newProfile);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, newMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, newMinor);


Asking in relation to mesa, mingl etc and what they should be set at for the appropriate gl type.

Thanks
Dave

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Re: SDL2
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Re: SDL2
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@Capehill Thanks!

I'm trying to work out how to have one binary that can use either minigl or mesa but can't get that to work (apparently thats how shaderjoy can now work).

Anyway, using the SDL2/tests/helloworld.c as an example, I CAN do context switches, but as soon as I attempt to use an openGL command outside of a miniGL context, I get a DSI followed by ISI.

Is this even possible using your SDL2 or do I just have to keep compiling two different versions depending on the openGL library I want to use?

Thanks
Dave
PS. Currently using a static build of the libSDL in case that is relevant.

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Re: SDL2
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@davec555

Please check testgl2 or testgles2 rather. Program needs to load GL functions after context creation and use function pointers instead of direct calls.

I need to fix helloworld at some point.

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