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Using SDL_gfx in SDL2 | ![]() |
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Using SDL_gfx in SDL2 | ![]() |
Andreas Schiffler
Guest
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FYI - I was planning to start working on a SDL_gfx2 lib at some point which will be more-or-less API compatible to SDL_gfx but uses only hardware accelerated drawing sans SDL_Surface bitbanging; i.e. a line is simply a 1pixel texture that is stretched and rotated, etc.
Up to now, various personal things kept me from getting started on that project, but maybe it is time for me to start on at least a stub implementation now. :-) --Andreas On 8/16/2012 5:08 AM, wboe wrote:
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wboe
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Hello Andreas,
Firstly: thanks for your gfx library, I used it with pleasure for a long time. My original question was about the possibility to keep using it also in SDL2, and why this didn't work is still a mystery for me. You wrote that you are going to use OpenGL for the next release of SDL_gfx. So your focus is on speed again. However, in my opinion speed is not always that important. For instance when using SDL to create a GUI, then speed is not an issue. More important is robustness, flexibility and a wide choice of primitives. I reimplemented most of your gfx primitives using SDL_Renderer, which had the additional benefit that all checks regarding clipping can be skipped. Maybe we end up with 2 gfx libraries: one offering blazing speed, the other offering a wide choice and ease of use. But first the coexistance of soft- and hardware rendering should be fully understood. So my question remains: how come the circle in my example was invisible? wboe |
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