For those interested, I just checked an SDL implementation of
fg_os.cxx ("fg_os_sdl.cxx") into the source tree.  It isn't quite
ready for prime time yet, but does seem to work if anyone is
interested in testing it.

It obviously isn't integrated into the build process, though.  The
easiest way to get it building it to modify your Makefile.am,
replacing fg_os.cxx with fg_os_sdl.cxx and adding -lSDL to the
fgfs_LDADD libraries.  It's OK to leave the glut library in
opengl_LIBS, it won't hurt anything.  On my Linux distribution, I also
had to add an "-lpthread" to resolve symbols for the SDL threading
API. YMMV.

Finally, you need to change the PU_USE_GLUT line at the top of
fg_os.hxx to PU_USE_SDL, so the PUI library knows which
initialization routine to call.

The one thing that is missing is support for changing the mouse cursor
image.  Unlike glut (or X11, Win32, or anything else) SDL doesn't give
you a preset list of cursors and requires you to define your own
cursor images via bitmaps.  I looked around, but couldn't find any
easily-importable ones.  It wouldn't be much harder to ignore the
hardware mouse cursor entirely and draw our own in OpenGL (with color,
alpha, whatever).  This is what most commercial games do, FWIW, and it
looks a lot better.

Andy

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