I think it will with SDL_Texture.
http://wiki.libsdl.org/moin.fcg/SDL_Texture On Fri, Aug 16, 2013 at 9:37 AM, Chris Marshall <devel.chm...@gmail.com> wrote: > On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore > <thakore.kar...@gmail.com> wrote: >> >> I am definitely interested in helping with this. Perhaps we should make a >> test module that tests just these integration. >> >> It will get latest branches of the 3 projects and run tests. >> >> What do you think? > I'm glad to see the interest but most of the base work > is still needing to be done as far as the OpenGL stuff. > We need modern OpenGL support in POGL before a lot of > the specific development can occur. > However, one important piece that could be investigated > is how we could make conversion between SDL2 objects > and PDL objects work. Ideally we could have a fast > conversion to take a piddle and use it for an SDL2 surface > or texture or whatever and similarly for the other direction. > Currently, the approach used for SDL is to create the PDL > object with the right sized data segment and then pass that > to SDL to make a surface from that. I'm not sure what would > work for SDL2 stuff. > --Chris >> On Thu, Aug 15, 2013 at 1:11 PM, Chris Marshall <devel.chm...@gmail.com> >> wrote: >>> >>> PDL/SDL/OpenGL users- >>> >>> With the recently announced SDL2 release and in-progress work >>> to provide perl bindings for the same, I wanted to share my >>> thoughts for leveraging joint capabilities of these three >>> modules with a couple of specific points. >>> >>> 1) SDL2 brings integrated hardware acceleration via Direct3D and/or >>> OpenGL to both 2D and 3D graphics. This offers the possiblity >>> of using modern OpenGL API features like renderbuffers for >>> computation and display. >>> >>> 2) PDL provides a high level array computation language that >>> can be used as a back-end engine for SDL applications and >>> visualization. The PDL::Graphics::TriD currently uses >>> the OpenGL-1.x fixed pipeline interface. >>> >>> 3) Perl OpenGL currently supports the original fixed-pipeline >>> display process of OpenGL-1.x and some 2.x functionality. >>> Work is underway to update the support to modern OpenGL >>> APIs such as OpenGL-3.x, OpenGLES,... >>> >>> The common thread here is OpenGL, and I think that by updating >>> the OpenGL use and interfaces to the modern programmable display >>> pipeline we can generate significant synergy between the >>> projects: >>> >>> 1) Update Perl OpenGL to modern OpenGL (In progress by slowed >>> by the fact that my development time is spread too thin. >>> Am I the only one with a whole slew of projects for which >>> I know *exactly* what and how to do them but not having >>> the time to execute? :-) >>> >>> 2) Refactor PDL::Graphics::TriD to use modern OpenGL for >>> display rather than the fixed-function pipeline of OpenGL >>> API 1.x. >>> >>> 3) Update PDL to support (simply) the use of arbitrary >>> sources of data (e.g., I'm thinking framebuffer and >>> renderbuffer objects but deliberately being more >>> general since I could also imagine some sort of >>> generator that could act like a piddle for computation >>> with PDL). >>> >>> 4) Add GPGPU support to PDL computation. >>> >>> 5) Add support to the perl SDL2 interface to allow easy >>> mix and match operation with PDL for computation, IO, >>> and visualization. I could see PDL+GPGPU computing >>> working well with realtime game or display computations. >>> >>> Well, the above ideas have a some hand waving to make them >>> happen, but I think the pieces are there. >>> >>> Comments? >>> Chris