Improve SDL2 graphics API
"sgrsgsrg" <[email protected]>
| Newsgroups | gmane.comp.lib.sdl |
|---|---|
| Message-ID | <[email protected]> |
Really, I'm in love with SDL2 : good portability, easy event handling, powerful audio API (what could be more powerful than direct writing to the buffer ?). I started to use it for my (professionnal) game project, but I have to admit, all graphic-related stuff is quite outdated. Sure it's far better than the worthless software rendering that were in SDL 1, but I feel it's the most lacking part. It's a big waste of resources for a desktop computer, and an inacceptable one for mobile devices. Some people will say "do the opengl stuff yourself", yeah, but while I can handle the audio and other stuff myself handling OpenGL require lots of specific knowledge if you want to do anything more than the old "glBegin -- glEnd". What I'd like to be added is: - Texture batching : specify a texture, give an array of source/dest coordinates to be rendered in 1 draw call (so many people need that..) - Do more things in retained mode I don't know if all devices covered by SDL would support that, so theses functions would need to have a fallback (eg. texture batching calling multiple classic Draws) It was already done by some SDL users : https://forums.libsdl.org/viewtopic.php?t=11226&sid=6d123e4460735297c6c5573a69c4dae6 Meanwhile, i'll probably recompile SDL with his modifications. But it'd be nice to have this officially merged into SDL. _______________________________________________ SDL mailing list [email protected] http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org