On Wednesday 22 August 2001 20:01, Bernhard Kuhn wrote:
> David Olofson schrieb:
> > SDL doesn't even have basic calls for drawing lines, circles and the
> > like, so you have to use additional code for visualization, unless
> > you're just moving images around.
>
> You will have to use the OpenGL in within SDL to get
> the desired functionality implemented in a portable manner.

Why? The whole point with SDL is to be a *portable* "direct access" media 
API. Of course, you have to be aware of endian issues and such things, 
but that's in no way an SDL problem.

More specifically, you have to write the pixel access code for big and 
little endian for compatibility with other types of CPUs.

For maximum performance, you should also support the most common pixel 
formats (like RGB 5:6:5, 5:5:5 and 8:8:8), so you don't have to force SDL 
to translate on the fly. (It does that transparently if you ask for a 
specific pixel format, and the hardware or driver doesn't support it.)

Anyway, if you're just going to blit some images, you hardly need to know 
what a pixel is, let alone use OpenGL. The only reason for using OpenGL 
for 2D graphics is it's advanced blending and transformation 
capabilities, and performance.


//David Olofson --- Programmer, Reologica Instruments AB

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|      Multimedia Application Integration Architecture      |
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| Audio Hacker - Open Source Advocate - Singer - Songwriter |
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