- SDL_Surface is a system memory representation of pixel data
- SDL_Texture is a video memory representation of pixel data
The concept of SDL_Surface with SDL_HWSURFACE is no longer used.
Separated SDL_Texture types by usage rather than memory type
- SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data,
can be placed in video memory.
- SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel
data, usually placed in system memory or AGP memory.
Optimized the SDL_compat usage of the OpenGL renderer by only
using one copy of the framebuffer instead of two.
display, which is a fast path used for the whole-surface SDL 1.2 API.
Solved the flicker problems by implementing a backbuffer in the GDI renderer.
Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is
significantly slower than SDL's surface code. *sigh*
From: David Symmonds
Subject: SDL Typedef Structs
Hi, Thanks for the SDL libraries, I have been using them for about a year
now and they are really brilliant. One thing that I have just found whilst
using them through C++ (and needing forward declarations) is that when you
typedef structs you sometimes use
typedef struct Name
{
...
}Name;
e.g. SDL_Surface
and other times use
typedef struct
{
...
}Name;
e.g. SDL_Rect
The first type works fine, when I define a header file I can just put
'struct Name;' at the top and use the Name throughout. However, the second
type is harder to use in a header, and I haven't found a way yet, other than
to include 'SDL.h' in the header file (undesirable). Would there be any harm
in changing the definition of SDL_Rect and such like to the second form?
From: Shawn Kirst
Subject: SDL-1.2.5 patch to add ARB_multisample support
Attached is a patch I have written for SDL-1.2.5 that adds ARB_multisample
support. I only have the X11 and Win32 video patched. The Win32 patch also
adds support for WGL_ARB_pixel_format, as it was required for getting a
multisample capable pixel format. No additional GL header files are required
to compile on either platform (though you need an up-to-date glx.h for X11).
Requesting a multisample pixel format is made possible using
SDL_GL_SetAttribute with the two new SDL_GLattr's I've added
(SDL_GL_SAMPLE_BUFFERS and SDL_GL_SAMPLES). I've been using SDL in my
projects for quite a while now, so I am happy to contribute back to the
project. Now you can have and control FSAA in your SDL/GL apps at the
application level!