Re: SDL2 + POGL2 + PDL confluence

[email protected] (Kartik Thakore) Sun, 18 Aug 2013 12:20:27 -0400
Newsgroups perl.sdl.devel
Message-ID <CAMiwcjZVyzpRvPb2M82QiKSeE3f7_BMK1XbRWt+3duZbD-sKwg@mail.gmail.com>
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There is no need to. I made a PDL to SDL_surface work before. And in SDL2
you can create template from surface.


On Sun, Aug 18, 2013 at 12:33 AM, Mason James <[email protected]> wrote:

>
> On 2013-08-17, at 1:37 AM, Chris Marshall wrote:
>
> > On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore
> > <[email protected]> wrote:
> >>
> >> I am definitely interested in helping with this. Perhaps we should make
> a
> >> test module that tests just these integration.
> >>
> >> It will get latest branches of the 3 projects and run tests.
> >>
> >> What do you think?
> >
> > I'm glad to see the interest but most of the base work
> > is still needing to be done as far as the OpenGL stuff.
> > We need modern OpenGL support in POGL before a lot of
> > the specific development can occur.
> >
> > However, one important piece that could be investigated
> > is how we could make conversion between SDL2 objects
> > and PDL objects work.  Ideally we could have a fast
> > conversion to take a piddle and use it for an SDL2 surface
> > or texture or whatever and similarly for the other direction.
> >
> > Currently, the approach used for SDL is to create the PDL
> > object with the right sized data segment and then pass that
> > to SDL to make a surface from that.  I'm not sure what would
> > work for SDL2 stuff.
> >
> > --Chris
>
>
> hi Chris,
>
> i was looking at elmex's construder code recently, and noticed that the
> passing of an SDL surface to OpenGL was done by dumping the SDL surface to
> a BMP temp file (via File::Temp), then loading the BMP with OpenGL.
>
> obviously this solution is a little slower than others, but... it should
> 'just work' without much effort
>
> we could always use this lazy technique for initial testing, until a more
> 'correct' solution is sorted with SDL_Texture :)
>
>
> Mason

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<div dir=3D"ltr">There is no need to. I made a PDL to SDL_surface work befo=
re. And in SDL2 you can create template from surface.</div><div class=3D"gm=
ail_extra"><br><br><div class=3D"gmail_quote">On Sun, Aug 18, 2013 at 12:33=
 AM, Mason James <span dir=3D"ltr">&lt;<a href=3D"mailto:[email protected]"=
 target=3D"_blank">[email protected]</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex"><div class=3D"im"><br>
On 2013-08-17, at 1:37 AM, Chris Marshall wrote:<br>
<br>
&gt; On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore<br>
&gt; &lt;<a href=3D"mailto:[email protected]">[email protected]=
om</a>&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; I am definitely interested in helping with this. Perhaps we should=
 make a<br>
&gt;&gt; test module that tests just these integration.<br>
&gt;&gt;<br>
&gt;&gt; It will get latest branches of the 3 projects and run tests.<br>
&gt;&gt;<br>
&gt;&gt; What do you think?<br>
&gt;<br>
&gt; I&#39;m glad to see the interest but most of the base work<br>
&gt; is still needing to be done as far as the OpenGL stuff.<br>
&gt; We need modern OpenGL support in POGL before a lot of<br>
&gt; the specific development can occur.<br>
&gt;<br>
&gt; However, one important piece that could be investigated<br>
&gt; is how we could make conversion between SDL2 objects<br>
&gt; and PDL objects work. =A0Ideally we could have a fast<br>
&gt; conversion to take a piddle and use it for an SDL2 surface<br>
&gt; or texture or whatever and similarly for the other direction.<br>
&gt;<br>
&gt; Currently, the approach used for SDL is to create the PDL<br>
&gt; object with the right sized data segment and then pass that<br>
&gt; to SDL to make a surface from that. =A0I&#39;m not sure what would<br>
&gt; work for SDL2 stuff.<br>
&gt;<br>
&gt; --Chris<br>
<br>
<br>
</div>hi Chris,<br>
<br>
i was looking at elmex&#39;s construder code recently, and noticed that the=
 passing of an SDL surface to OpenGL was done by dumping the SDL surface to=
 a BMP temp file (via File::Temp), then loading the BMP with OpenGL.<br>

<br>
obviously this solution is a little slower than others, but... it should &#=
39;just work&#39; without much effort<br>
<br>
we could always use this lazy technique for initial testing, until a more &=
#39;correct&#39; solution is sorted with SDL_Texture :)<br>
<span class=3D"HOEnZb"><font color=3D"#888888"><br>
<br>
Mason</font></span></blockquote></div><br></div>

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