Is sdlconsole still a thing that could be worked towards? |
Charles Swain
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In my confusion listing the contents of directories and catting the
header files so I can read the documents I 'accidentally' looked at SDL 1.2's headers on my system and saw CON_console.h. I read over it and Google'd the project, found this: 'http://wacha.ch/wiki/sdlconsole'. I've tried emailing the 2.x author '' about helping him or her with teacher them how to use OpenGL but the corresponding mailbox doesn't even exist. Should I continue looking into this or should I stop looking to help out? _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Is sdlconsole still a thing that could be worked towards? |
Alberto Corona
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On Tuesday, April 08, 2014 07:02:33 Charles Swain wrote:
If they haven't made a change in *years* and there hasn't been a response within a week I'd probably consider the project dead. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Is sdlconsole still a thing that could be worked towards? |
MrOzBarry
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I think you may be confusing two things. CON_console, from my memory, was interacting with stdin/out/err. SDL_console was a quake-style console library using SDL. It looks like the email you have was active around 2004. Knowing that, SDL_console v2.x probably wasn't built for SDL2, but rather was just the second incarnation of the code. What I would do is grab the source, make a github repo with the code, do your own modifications, and post that back here to the list. I suspect the SDL_console authors will still occasionally check out with SDL community (if they are not already active with differing email addresses), and they may be interested in helping you revive it, and if not, perhaps other people will. That's the beauty of open source, my friend.
-Alex On Tue, Apr 8, 2014 at 8:02 AM, Charles Swain wrote:
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Is sdlconsole still a thing that could be worked towards? |
Joseph Carter
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I believe the project is quite dead these days. That said, if
written for SDL2 today, it should be easy to use with any renderer target SDL supports. The original sdlconsole only worked for 2D games. I did a little mixing of SDL renderer and OpenGL back in November or so, and it basically worked. I say basically because the renderer sets its state once and then only changes them if they're different to somewhat minimize state thrash (assuming the developer's code makes a moderate attempt to do so). You definitely don't want to glGet* ANYTHING if you can help it, so there's no way to know if SDL and OpenGL have different ideas about the current OpenGL state. Fortunately there's an out here: State change is not the same as state thrash. Not sure SDL's idea of the current glColor is the same as OpenGL's? Set both, one right after the other. I did one better—I did some creative matrix manipulation before calling SDL render functions so that the rendering happened on a 2D plane projected out in 3D space. That worked too, but be careful of transparency when doing it. ;) Joseph On Tue, Apr 08, 2014 at 07:02:33AM -0500, Charles Swain wrote:
SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Is sdlconsole still a thing that could be worked towards? |
Joseph Carter
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Okay, you're talking about two different things here, one of which is
completely unrelated to the other. 1. You suggest not mixing SDL's renderer and native 3D. I noted the problem with doing this and exactly where it is a problem: Immediate mode OpenGL, which is deprecated but still used. Everything else these days uses shaders. Shaders are useful things. They make these headaches go away because each shader sets the state for the stuff rendered with it. 2. You suggest that SDL should not be used in any way for 3D context management. This … is ridiculous IMO. I've got better things to do with my time than ensure my code works with versions of windows dating back to Windows XP, Macs dating back to OS X 10.6, random Linux versions, and perhaps others. Ever see Valve's presentation on moving code over to SDL and OpenGL from Windows/XBox and Direct3D? They're not porting it to X11 or Waylan or Mir or Cocoa… They're porting it to SDL and getting all of those for free (Windows included) and writing their renderers to work with Direct3D or OpenGL, whatever SDL can use… There's a reason for that, and it ain't laziness. Joseph On Wed, Apr 09, 2014 at 12:49:00AM +0000, Nathaniel J Fries wrote:
_______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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