On 07/13/2010 11:26 PM, Ian Mallett wrote:
Hi,
I've been looking at C++ and SDL, and I noticed that in
SDL_SetVideoMode(...) (which I assume corresponds to
pygame.display.set_mode(...)), the flag list allows SDL_OPENGL, (which
I assume corresponds to pygame.OPENGL). However, I also noticed the
flag SDL_OPENGLBLIT, which would seem to set up a windowing
environment to allow normal SDL blitting operations to work on an
OpenGL context.
Now, I'm new to both SDL in C++, as well as C++ itself, and I've never
seen much source of PyGame, but it seems to me like this flag would
let PyGame drawing operations work on OpenGL canvases? Is this not
the case, or is there something I don't know about?
Just curious. Thanks,
Ian
I don't think SDL recommends the OPENGLBLIT flag. It was added
experimentally a long time ago, and I don't think worked the way they
wanted on most hardware. From what I remember, it was slower than using
textured quads, and slower than software blitting on some machines. It's
been a long time since I heard anything about it though.