On Mon, 2007-12-31 at 19:19 +0100, David Haller wrote:
> Hello,
> 
> On Tue, 25 Dec 2007, David White wrote:
> >On Tue, 2007-12-25 at 12:14 +0200, Pauli wrote:
> [..]
> >> How about making opengl optional so we have some interface for drawing 
> >> and 2 implementations - One with current SDL and one with GL. Then just 
> >> initialize openGL if it is present.
> >
> >It would be painful to maintain the game working with both SDL and
> >OpenGL. Additionally, one of the primary benefits of moving to OpenGL
> >would be to allow different and new graphical effects that cannot be
> >efficiently implemented using SDL, but if we had to make the game work
> >with SDL anyhow, this would be infeasible, or at the least would require
> >double-implementing such features in both SDL and OpenGL.
> 
> How about
> http://www.libsdl.org/opengl/index.php
> http://www.libsdl.org/cgi/viewvc.cgi/branches/SDL-1.2/docs/html/guidevideoopengl.html?revision=2608

This is how to use OpenGL from SDL. It is what we were using in the
OpenGL branch I started. The idea is that you can use this if you want
to use OpenGL for most/all of your graphics, and SDL for other
functionality, such as input, image loading, event handling, etc, that
is beyond the scope of OpenGL.

It doesn't allow you to easily and conveniently switch between using
SDL-only and using the SDL-OpenGL hybrid without maintaining two
separate ways of doing all your drawing.

David

> 
> But I think Wesnoth (Graphics) is fast enough now.  On my older box[1]
> wesnoth-1.2 runs just fine, 1.3.3 is slower but definitely playable.
> Where Wesnoth is/feels "slow" is when loading savegames, which is why
> I mostly play on my much faster new box ;)
> 
> -dnh
> 
> [1] with Athlon 500, 320 MB RAM, Matrox Mystique...
> 
> PS: 1.3.3 compiles and runs fine with SDL 1.2.4, it just needs a
>     -DSDL_Colour=SDL_Color
> 


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