Re: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Martin Spott
Norman Vine wrote:

 FWIW I would be much more excited about this if we were switching 
 to a library designed for highend simulations such as OpenProducer
 which by the way also has a portable threading library OpenThreads

 this aims at OpenSceneGraph - doesn't it ?  ;-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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RE: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Norman Vine


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Martin
 Spott
 Sent: Wednesday, April 14, 2004 8:11 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] SDL early access implementation
 
 
 Norman Vine wrote:
 
  FWIW I would be much more excited about this if we were switching 
  to a library designed for highend simulations such as OpenProducer
  which by the way also has a portable threading library OpenThreads
 
  this aims at OpenSceneGraph - doesn't it ?  ;-)
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --
 
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RE: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Norman Vine
Martin Spott writes:
 
 Norman Vine wrote:
 
  FWIW I would be much more excited about this if we were switching 
  to a library designed for highend simulations such as OpenProducer
  which by the way also has a portable threading library OpenThreads
 
  this aims at OpenSceneGraph - doesn't it ?  ;-)

OpenProducer was written to support OpenSceneGraph but, it
doesn't need OpenSceneGraph and more importantly it was 
designed to be used in 'multi-pipe' OpenGL systems as well as 
more conventional OpenGL configurations from the ground up.

OpenProducer also takes a minimalist approach which I find
attractive compared to 'full featured' libraries.

One can think of it has a Direct Layer for OpenGL only and it
doesn't concern itself with anything else.  

One thing I would like todo is use DirectX rather then the normal 
WIN32 API for the event loop but what is there works well enough
and was a lot less work when porting from the original 'X' based code.

FYI I have been doing some work on a global LOD based scenery 
engine that happens to currently be based on OpenSceneGraph

Lot of work todo yet and I want to move this into SSG, but, I finally 
have the basics working
http://cooa.whoi.edu/~nhv/images/test1.jpg
note the texture used in the above is elevation but orthophotos
or satelite imagery works as well

Cheers

Norman


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Re: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Martin Spott
Norman Vine wrote:

 OpenProducer was written to support OpenSceneGraph but, it
 doesn't need OpenSceneGraph and more importantly it was 
 designed to be used in 'multi-pipe' OpenGL systems as well as 
 more conventional OpenGL configurations from the ground up.

STLport, OpenThreads, OpenProducer, OpenSceneGraph, OpenAL   they
all convey the idea of a foresighted design concept and look like they
they would be the first choice for FlightGear !? Is Norman the only
advocate for this approach ?

Just investigating,
Martin.
-- 
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Re: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Arnt Karlsen
On Wed, 14 Apr 2004 09:11:08 -0400, Norman wrote in message 
[EMAIL PROTECTED]:

 One thing I would like todo is use DirectX 

..this too is Microsoft's IP, no?

 rather then the normal WIN32 API for the event loop but what is there
 works well enough and was a lot less work when porting from the
 original 'X' based code.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] SDL early access implementation

2004-04-08 Thread Erik Hofman
Bernie Bright wrote:

Just updated cvs.  Your fix looks for GL/glut.h when --enable-sdl is
specified.  I thought it was supposed to be either or.
Not at this time, there are too many side projects/utilities that depend 
on glut (for example the tests subdirectory which gets build by default).

Erik

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Re: [Flightgear-devel] SDL early access implementation

2004-04-07 Thread Erik Hofman
Bernie Bright wrote:
On Tue, 06 Apr 2004 13:52:28 -0700
Andy Ross wrote:

Sure.  This should work right now.  The only bits missing are the
autotools magic to do the detection and set up the makefiles
appropriately.  I fear autoconf, I really do...  Does someone with a
more solid handle on these things want to help out? :)
For starters we could change the glut test in configure.ac to something like:
Bernie,

I added another patch to CVS to do this because it caused a number of 
problems for systems without SDL installed. This approach doesn't rely 
on SDL provided autoconf macros.

Erik

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Re: [Flightgear-devel] SDL early access implementation

2004-04-07 Thread Bernie Bright
On Wed, 07 Apr 2004 17:20:47 +0200
Erik Hofman [EMAIL PROTECTED] wrote:

 Bernie Bright wrote:
  On Tue, 06 Apr 2004 13:52:28 -0700
  Andy Ross wrote:
 
 Sure.  This should work right now.  The only bits missing are the
 autotools magic to do the detection and set up the makefiles
 appropriately.  I fear autoconf, I really do...  Does someone with a
 more solid handle on these things want to help out? :)
  
  For starters we could change the glut test in configure.ac to something
  like:
 
 Bernie,
 
 I added another patch to CVS to do this because it caused a number of 
 problems for systems without SDL installed. This approach doesn't rely 
 on SDL provided autoconf macros.

We could add sdl.m4 to FlightGear.  A lot of projects have an m4 directory
to collect such things.  We would then pass that directory to aclocal...
aclocal -I./m4.

Just updated cvs.  Your fix looks for GL/glut.h when --enable-sdl is
specified.  I thought it was supposed to be either or.

Bernie

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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Andy Ross writes:

 Is SDL something we want to commit to?

FWIW - I don't see what this gets us but .
since we are now agnostic as pertains to the lowlevel
OpenGL initialization routines I don't see why the choice
of OpenGL toolkit used couldn't just be an option

i.e. since all of the pertinent routines are supposedly hidden 
in the 'misnamed' fg_os.cxx file the underlying toolkit could be
a compile time option.
 this module has *nothing* to do with the OS involved 
  i.e there is no #include windows.h :-)  

IMHO It would be a mistake to get rid of one dependency by
just replacing with another

Norman

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Norman Vine wrote:
 since we are now agnostic as pertains to the lowlevel OpenGL
 initialization routines I don't see why the choice of OpenGL toolkit
 used couldn't just be an option

Uh, that's the whole point.  What would you prefer, if not SDL?  If
you want to write a windows-only implementation, feel free.

The problems with glut are well-documented.  It is no longer
developed, doesn't track changes in the underlying systems (mode
switching has never worked under XFree86, for example), is not free
software, is being dropped by most linux distributions, and is filled
with cruft that we don't use.

Andy

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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Andy Ross writes:
 
 Norman Vine wrote:
  since we are now agnostic as pertains to the lowlevel OpenGL
  initialization routines I don't see why the choice of OpenGL toolkit
  used couldn't just be an option
 
 Uh, that's the whole point.  What would you prefer, if not SDL?  If
 you want to write a windows-only implementation, feel free.
 
 The problems with glut are well-documented.  It is no longer
 developed, doesn't track changes in the underlying systems (mode
 switching has never worked under XFree86, for example), is not free
 software, is being dropped by most linux distributions, and is filled
 with cruft that we don't use.

Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.

Cheers

Norman



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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Curtis L. Olson
Norman Vine wrote:

Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.
 

One big issue is that out of the box, glut is either broken, or 
non-existant now on many linux distributions.  It just became broke for 
debian users that run nvidia drivers.  (Along with all the other issues 
Andy mentioned.)  This isn't so much an issue of functionality right 
now, but more of an issue of supporting what people are already likely 
to have installed on their machines (or can easily get installed on 
their machines.)  As is well documented, the glut licensing makes it 
almost impossible to fix it's known issues, free glut has show stopping 
limitations or doesn't support all platforms we want to support.

Perhaps we could say that what is better is that FlightGear might 
build more easily, or more cleanly, or with fewer issues on more 
people's boxes if we go with SDL (or at least allow a choice which is 
the current direction we are heading.)

I understand that there are (or at least were) issues between SDL and 
cygwin, but perhaps it would be more productive to address that problem 
directly ...

Regards,

Curt.

--
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org


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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Norman wrote:
 Out of curiosity what can't you do today that would make FlightGear
 better because we are using GLUT that you would do differently today
 if we were using SDL and what exactly is it that would make FGFS
 better.

Off the top of my head:

+ Build out of the box on Fedora, which no longer ships glut.  Other
  linux distributions are likely to drop it in the future as well, I
  suspect.  It has portability issues when built against current
  versions of the X libraries and has a license which disallows
  redistribution of modified versions.

+ Switch video modes on an XFree86/Xorg server, which has supported
  this capability for 4+ years but have never had a complete game
  mode glut port written.

+ Be able to handle stuff like Shift-3 instead of #, so the
  Europeans don't think our key mappings are on drugs.

+ Future features we might like to investigate: SDL has a portable
  threading API, so we could enable threads by default.  SDL has an
  audio library which is more featureful and portable than SL (it
  speaks to APIs like ALSA, arts, ESD, and DirectSound; SL doesn't
  even work on my laptop)

Seriously, glut has not been maintained for almost 6 (!) years.
Almost no one else uses it.  It was a nice demo library in its time,
but it has long since faded.  Everybody doing portable open source
OpenGL development is using SDL.  I don't like everything about the
library, but I can feel where the wind is blowing.

And I'm serious: if you want to write a Win32 implementation of the
stuff in fg_os.hxx, feel free.  The whole point of having an
abstraction API under our own control is that it allows us to do
things our way.  I'm not wedded to SDL, by any means.  Honestly, I
thought you of all people would enjoy this change.

Andy

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread David Megginson
Norman Vine wrote:

Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.
Under Linux, resolution switching (i.e. go fullscreen at 1024x768 when your 
desktop is 1600x1200, and so on).

All the best,

David

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Curtis L. Olson wrote:
 I understand that there are (or at least were) issues between SDL
 and cygwin, but perhaps it would be more productive to address that
 problem directly ...

Ah.  I honestly didn't know this.  I just assumed that cygwin was one
of their native platforms.  I just checked, and it's true that cygwin
doesn't ship an SDL library as part of the distribution.  I did find
the following README on the SDL website which seems to imply that the
process is pretty straightforward:

http://www.libsdl.org/extras/win32/cygwin/README.txt

It basically sounds like configure  make  make install is all
that is needed, with a few caveats about making sure to install
extras packages containing OpenGL and DirectX headers.

But remember: I think a native Win32 implementation would be pretty
cool, too. :)

Andy

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Curtis L. Olson
Andy Ross wrote:

Ah.  I honestly didn't know this.  I just assumed that cygwin was one
of their native platforms.  I just checked, and it's true that cygwin
doesn't ship an SDL library as part of the distribution.  I did find
the following README on the SDL website which seems to imply that the
process is pretty straightforward:
http://www.libsdl.org/extras/win32/cygwin/README.txt

It basically sounds like configure  make  make install is all
that is needed, with a few caveats about making sure to install
extras packages containing OpenGL and DirectX headers.
But remember: I think a native Win32 implementation would be pretty
cool, too. :)
 

Norman, please jump in if I get any of the details wrong here.

Andy, as I understand it, the SDL Readme is slightly optimistic.  The 
configure/make/make install process either breaks, or doesn't produce a 
usable result under Cygwin.  The SDL people argue that it works for MSVC 
and MingWin so apparently no one is motivated to figure out why things 
don't work for Cygwin.  That's my recollection of what Norman reported 
to me some months ago.

Obviously the solution is to fix SDL under Cygwin, but I don't know who 
would do that.  Probably the best short term solution is to make sure we 
can build with both SDL and glut and let the builder decide?  If we can 
get SDL working well for all but cygwin people, it might make sense to 
make SDL be the default rather than glut, or default to SDL if it is 
detected and fall back to glut if there is no SDL?

Curt.

--
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org


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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Oliver C.
On Tuesday 06 April 2004 20:16, Norman Vine wrote:

 Out of curiosity what can't you do today that would make FlightGear
 better because we are using GLUT that you would do differently today
 if we were using SDL and what exactly is it that would make FGFS better.


Using SDL has many positive effects.

1. It is widely accepted, easy to use and even commerical companys do use it 
for their commercial games. This means also that there is a large user base 
that can jump in and improve flightgear.

2. (my favourite one) A very nice input and event handling system.
It uses a virtual keysym to each key on the keyboard which map
to some level to the operating systems's keyboard scancodes.
So it is very easy to nicely support non US keyboard layouts plattform 
independet.
You can also use the same input infrastructure to support joystick, mouse
and other input devices the same easy way.

3. It can be easily used together with OpenAL as our default sound API and SDL 
sound as a backup system in the case OpenAL is not supported on other 
plattforms.
IMHO  OpenAL is a must, because it is crossplattform capable and 
allowes us to easily implement 3d sound in flightgear, doppler shift effects, 
attenuation and hardware sound accerlation (if the soundcard supports it).
It is also very easy to use because it is rather similar to the way OpenGL 
works and is used.

4. SDL has its own portable threading API which is plattform independent.
That feature could be very usefull.

And much more. 

I think GLUT is dead, we should realize that and SDL seems
to be the best solution today to replace GLUT.


Best Regards,
 Oliver C.




 


  

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Curtis L. Olson wrote:
 Probably the best short term solution is to make sure we can build
 with both SDL and glut and let the builder decide?

Sure.  This should work right now.  The only bits missing are the
autotools magic to do the detection and set up the makefiles
appropriately.  I fear autoconf, I really do...  Does someone with a
more solid handle on these things want to help out? :)

 If we can get SDL working well for all but cygwin people, it might
 make sense to make SDL be the default rather than glut, or default
 to SDL if it is detected and fall back to glut if there is no SDL?

Another option might be for someone to fight through the SDL
installation just once and provide a binary package for cygwin folks
to install.

Dumb question for windows folks: would it not work to simply use the
mingw library?  My understanding is that windows SDL is built entirely
on the Win32 API, and won't conflict with cygwin.dll or the C library.

Andy

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread David Megginson
Andy Ross wrote:

Sure.  This should work right now.  The only bits missing are the
autotools magic to do the detection and set up the makefiles
appropriately.  I fear autoconf, I really do...  Does someone with a
more solid handle on these things want to help out? :)
Be a man and dive in.  I still don't understand automake either, but after a 
lot of trial and error, I managed to make a few configuration changes work. 
 After all, we all managed to learn Perl, didn't we?

All the best,

David

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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Curtis L. Olson writes:
 
 I understand that there are (or at least were) issues between SDL and 
 cygwin, but perhaps it would be more productive to address that problem 
 directly ...

I haven't heard of any one not being able to compile CVS FGFS because
of GLUT but this is not the point I am trying to make

which is 

 since we are now agnostic as pertains to the lowlevel OpenGL
 initialization routines I don't see why the choice of OpenGL toolkit
 used couldn't just be an option

This is easy todo as long as we only use those routines that are
GFX agnostic  i.e those defined in fg_os.hxx and pure OpenGL

This way it is up to the user compiling the code which underlaying
library is used

Cheers

Norman







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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
 Andy Ross writes:
 
 Norman wrote:
  Out of curiosity what can't you do today that would make FlightGear
  better because we are using GLUT that you would do differently today
  if we were using SDL and what exactly is it that would make FGFS
  better.
 
 Off the top of my head:
 
 + Build out of the box on Fedora, which no longer ships glut.  

I wonder who sparked that :-)

 
 + Switch video modes on an XFree86/Xorg server, which has supported
   this capability for 4+ years but have never had a complete game
   mode glut port written.
 
 + Be able to handle stuff like Shift-3 instead of #, so the
   Europeans don't think our key mappings are on drugs.

why not use freeglut ?

FWIW I would be much more excited about this if we were switching 
to a library designed for highend simulations such as OpenProducer
which by the way also has a portable threading library OpenThreads

Cheers

Norman

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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Andy Ross writes:
 
 Curtis L. Olson wrote:
  I understand that there are (or at least were) issues between SDL
  and cygwin, but perhaps it would be more productive to address that
  problem directly ...
 
 Ah.  I honestly didn't know this.  

short memory :-)
http://baron.flightgear.org/pipermail/flightgear-devel/2003-April/017006.html


 But remember: I think a native Win32 implementation would be pretty
 cool, too. :)

If we only use pure OpenGL calls outside of the fg_os functions
liike I suggest this would still be possible

Cheers

Norman

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Norman Vine wrote:
 FWIW I would be much more excited about this if we were switching to
 a library designed for highend simulations such as OpenProducer
 which by the way also has a portable threading library OpenThreads

The argument is still open.  Sell us on OpenProducer.  I've never
heard of it, but would be willing to investigate.

Andy

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Bernie Bright
On Tue, 06 Apr 2004 13:52:28 -0700
Andy Ross [EMAIL PROTECTED] wrote:

 Curtis L. Olson wrote:
  Probably the best short term solution is to make sure we can build
  with both SDL and glut and let the builder decide?
 
 Sure.  This should work right now.  The only bits missing are the
 autotools magic to do the detection and set up the makefiles
 appropriately.  I fear autoconf, I really do...  Does someone with a
 more solid handle on these things want to help out? :)

For starters we could change the glut test in configure.ac to something like:
---
dnl Check for SDL if enabled.
AC_ARG_ENABLE(sdl, [  --enable-sdlConfigure to use SDL instead of GLUT],
enable_sdl=yes, enable_sdl=)

if test x$enable_sdl = xyes ; then
  sdl_version=1.2.0
  AM_PATH_SDL($sdl_version, use_sdl=yes, use_sdl=)
  CPPFLAGS=$CPPFLAGS $SDL_CFLAGS
  LIBS=$LIBS $SDL_LIBS
else
 dnl check for glut location
 AC_CHECK_HEADER(GL/glut.h)
 if test x$ac_cv_header_GL_glut_h = xyes; then
AC_DEFINE([FG_GLUT_H], GL/glut.h, [Define as glut.h include location])
 else
AC_CHECK_HEADER(GLUT/glut.h)
if test x$ac_cv_header_GLUT_glut_h = xyes; then
AC_DEFINE([FG_GLUT_H], GLUT/glut.h, [Define as glut.h include
location])else
echo Neither GL/glut.h nor GLUT/glut.h found.  Cannot continue
exit
fi
 fi
fi
---

Bernie

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Re: [Flightgear-devel] SDL early access implementation

2004-04-05 Thread Andy Ross
I wrote:
 The one thing that is missing is support for changing the mouse
 cursor image.

Melchior pointed me at a font editor (http://fontforge.sf.net) that
can read .pcf files, so I've thrown together a set of bitmaps based on
the X11 cursor font and checked them in.

This basically makes the SDL port complete, even if the cursors aren't
as pretty as I was initially intending (they aren't any uglier than
they are now, though).  I'd appreciate it if folks, especially those
on non-linux platforms, would give it a whirl and see what they think.
Is SDL something we want to commit to?

Andy

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