On Mon, Feb 03, 2014 at 07:30:46PM +0100, Nils Kneuper wrote:
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> Am 03.02.2014 18:31, schrieb Lipka Boldizsár:
> > According to my limited knowledge on the topic, the point of moving to
> > OpenGL was that we would get a hardware accelerated renderer. Now, SDL2
> > does have 2D acceleration and I'm pretty sure that it'd be much simpler to
> > port the engine to use that than rewriting the whole thing with OGL. Am I
> > missing something here? What advantages OpenGL supposed to have over SDL2?
> 
> The acceleration provided by libsdl2, as I understand it, does not help
> considering the way we are drawing things. The main way how libsdl2 can
> provide better/faster rendering is by using an opengl render path. Mordante
> should be able to provide more information about this since he already had a
> look at some basic libsdl2 stuff.

I thought the accelerated drawing in SDL2 was named OGL, but seems to be
named 2D Accelerated Rendering [1]. So either I misremember or it has
been renamed. So I want to look at using the 2D Accelerated Rendering in
SDL2 and not OGL directly. At the moment we use the surface based
blitting [2]. This means the change requires big changes to the
rendering engine.

> Yes, there are concerns about it working nicely on slower systems, but if we
> e.g. go the way of using GLES 2.0 it should be possible to support a huge
> number of devices, even those relying on open source drivers and got rather
> ancient hardware.

I hope/expect SDL2 abstracts this for us, but if required I *think* it
should be not too hard to use it directly once we changed the rendering
to the 2D Accelerated Rendering method.


[1] http://wiki.libsdl.org/CategoryRender
[2] http://wiki.libsdl.org/CategorySurface

-- 
Regards,
Mark de Wever aka Mordante/SkeletonCrew

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