Completely agree with Eero.
We shouldn't develop office application with SDL, because it does not match 
with the Meego SDK approach. However, if you plan to port games on a Meego 
platform, SDL is a must have !
Regards,
sebastien
   


-----Original Message-----
From: [email protected] [mailto:[email protected]] On 
Behalf Of Eero Tamminen
Sent: Monday, May 17, 2010 2:22 PM
To: ext Arjan van de Ven
Cc: [email protected]
Subject: Re: [MeeGo-dev] does meego support SDL?

Hi,

ext Arjan van de Ven wrote:
> On 5/11/2010 0:58, ws we wrote:
>>   I want to port  my SDL based program to meego ,  It seems SDL 
>> worked well on Android ?
>>
>> will Meego support SDL?
>>
> 
> SDL is not a recommended API or component, and if you use it your 
> application is likely not MeeGo compliant....
> 
> having said that, we may well have SDL in the repositories, but likely not in 
> the default installs...

There are tons of games using SDL because of its portability and it being 
relatively easy to use.  Games availability is an important factor in users' 
device buying decisions.

Having a SDL version that automatically/efficiently scales
(non-OpenGL) game screen to display size would be a nice feature.
It could be a flag for SDL surface or SDL could e.g. offer a quarter resolution 
which is automatically scaled to full resolution.


        - Eero

Of the open source games that use OpenGL, I think a large part still uses the 
old v1 API, not the current v2 API.  Many of them do OpenGL also using SDL (on 
OSX, apparently to avoid the "less than optimal"
way how non-OpenGL OSX SDL stuff does vsync...).
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