Re: Switching rendering method at runtime
Jonas Thiem <[email protected]>
| Newsgroups | gmane.comp.lib.sdl |
|---|---|
| Message-ID | <[email protected]> |
Not much trickery though: I remember destroying renderers and recreating them without issue to switch between OGL and Software at runtime. Works exactly as you'd expect it. Of course you need to download & re-upload/recreate all SDL_Texture's on-the-fly yourself, but if you wrapped them in some custom wrapping struct instead of using SDL_Texture's directly with some global list of all your structs it's not that hard to do. I don't recall if I destroyed the window as well, but again that's not really hard to do in addition if it doesn't work without doing that. Just obtain old size, and resize new window immediately to old size again. The only effort is really re-creating textures as described above. On Sat, 2016-10-29 at 19:04 -0300, Sik the hedgehog wrote: > 2016-10-29 17:22 GMT-03:00, GameCodingNinja <[email protected]>: > > > > If > > there is even one person who would need to fall back on that > > software > > rendering, they will not be happy because they want the speed and > > look that > > comes from hardware rendering. > > Eh, with 2D stuff it may still be fast enough, and I've seen cases > where hardware rendering wasn't a good thing (e.g. some magnifiers > have trouble with GPU-rendered stuff). > > As for the original question, I don't think you can switch renderers > on the same window. Maybe with some trickery involving creating and > destroying renderers without destroying the window, but try at your > own risk (I doubt this would work honestly). > _______________________________________________ > SDL mailing list > [email protected] > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org _______________________________________________ SDL mailing list [email protected] http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org