It should generally be GL. For example, simple things like

https://github.com/kripken/emscripten/blob/master/tests/sdl2_image.c

which renders a texture, will in fact use GL. However, I think if you
create the screen as a non-hardware-accelerated surface, then it would not
be, and then our port of SDL2 does have UpdateWindowFramebuffer which
pushes pixels to a 2D canvas.

Yeah, older desktops are still a problem, I guess.


On Thu, Nov 5, 2015 at 5:29 PM, bobajeff <[email protected]> wrote:

> So by default SDL2 will just use the 2D Canvas?
>
>
> On Thursday, November 5, 2015 at 4:57:29 PM UTC-6, Alon Zakai wrote:
>>
>> I believe SDL2 has the ability to use gl for things, and emscripten just
>> uses that. I don't think there is code to use 2D canvas tricks like we had
>> in SDL1.
>>
>> But is WebGL still spotty on desktops? It seems pretty solid now. Even
>> Edge has good support.
>>
>
> Yes, in my personal experience. I use older systems with XP, Vista or
> Linux. The browsers on these systems don't get along with the graphics
> drivers that are situated on them. I have a strong suspicion there are many
> folks with old desktops out there.
>
>
>>
>> On Wed, Nov 4, 2015 at 8:35 PM, bobajeff <[email protected]> wrote:
>>
>>> I'm planning on porting a graphical application and using the 2D Canvas
>>> API for all rendering (since WebGL support is still spotty on Desktops).
>>>
>>> I remember the built-in SDL 1.3 library used 2D Canvas calls. So does
>>> the SDL 2 port use pure 2D Canvas or does it rely on WebGL for things?
>>>
>>> I also eventually want to use Canvas 2D directly. Which is the best
>>> path? Using `extern` for or Embind with `val` to call on Canvas? -- Mind
>>> you I'll also want to create a native version of the Canvas library
>>> (probably a hack on top of SDL) to test using native tools (gcc gdb etc.)
>>>
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