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SDL/Open GL
Quite a regular
Joined:
2006/11/22 17:57
From Italy, Rome
Posts: 594
Hello everyone,

what the status of SDL/OpenGl on AmigaOS4.

What is supported atm? What version should be used as example in Linux to easily port to AmigaOS4?

Thank you very much

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Re: SDL/Open GL
Home away from home
Joined:
2006/12/2 3:55
From Italy, Perugia
Posts: 3417
@AmigaBlitter

We have both versions of SDL updated to the latest official release (2.0.14 and 1.2.16)

https://github.com/AmigaPorts/SDL/releases

I believe today our SDL implementation is quite mature :')

For latest MiniGL you can found the changelog in the Update 2 archive.. but recently not much changed aniway

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Re: SDL/Open GL
Quite a regular
Joined:
2007/2/27 10:47
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Posts: 728
@AmigaBlitter

I'm thinking that would depend on whether you are targeting "all accelerated" or merely the Radeon HD bunch.

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Re: SDL/Open GL
Quite a regular
Joined:
2006/11/22 17:57
From Italy, Rome
Posts: 594
@Thematic

Thank you all for the reply.

I mean what OpenGL version are supported in SDL2?

MiniGL? OpenGLES? Wich version?


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Re: SDL/Open GL
Home away from home
Joined:
2007/9/11 12:31
From Russia
Posts: 7018
@AmigaBlitter
Quote:

I mean what OpenGL version are supported in SDL2?

MiniGL? OpenGLES? Wich version?


It supports both and MiniGL and OpenGLES renderers. MiniGL is the same old 1.x OpenGL API, and OpenGLES is OpenGL ES 2. For example, the latest port of DosBOX i do some months ago (on os4depot) does support many renderers: software, compositing, OpenGL (MiniGL), and OpenGL ES2 (so ogles2+warp3dnova) one. SDL2 in that terms VERY matured and for now, it's on the level of quality/stable things. Capehill put a lot of effort into it in the last 2 years.

There is also GL4ES SDK, which gives you the ability to use OpenGL 2.x and some of OpenGL 3.x through ogles2.library:
http://os4depot.net/share/development ... ry/graphics/gl4es_sdk.lha

That means of course only cards that support Warp3DNova such as RadeonHD and RadeonRX (as ogles2.library works over warp3dnova).

GL4ES SDK comes with SDL2 and SDL1 specific versions (the same as usual SDL2 and SDL1, just all the stuff routes via ogles2.library). And it's very matured and well-tested already, and I port via this such stuff as:

http://os4depot.net/?function=showfil ... e=game/driving/hcraft.lha
http://os4depot.net/?function=showfil ... /night_of_the_zombies.lha
http://os4depot.net/?function=showfil ... /board/foobillardplus.lha
http://os4depot.net/?function=showfil ... /driving/supertuxkart.lha
http://os4depot.net/?function=showfil ... me/shmup/frikingshark.lha
http://os4depot.net/?function=showfil ... =game/shmup/prototype.lha
http://os4depot.net/?function=showfil ... ary/graphics/irrlicht.lha
http://os4depot.net/?function=showfil ... e=game/misc/neverball.lha
http://os4depot.net/?function=showfil ... me/roleplaying/barony.lha

And those all are OpenGL 2.X+some of them even have parts of OpenGL 3.X usage.

In other words, you need to choose if you want to support everyone (then best to use compositing renderers), or everyone accelerated (so minigl), or everyone with modern cards (so opengles2 or gl4es).

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Re: SDL/Open GL
Quite a regular
Joined:
2007/2/27 10:47
From Gravity well
Posts: 728
Skirting the topic...
six years ago I built a partial (no networking) Quakespasm on top of SDL 1.2. The project has SDL2 supported, too and seems to have had many new versions since. Excerpt from changelog:
"Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's Testaments mod works." Ie. new game mods want new or weird things.

What I remember doing was making some changes regarding minigl missing stuff, and on top of that I think I failed to have multitexturing, too.

So that could be an engine version for both GPU/driver types.

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