Eric Poggel Wrote:

> On 4/9/2010 1:03 PM, digited wrote:
> > (why SDL?)

Mostly, legacy :)

> 
> I've been asking myself that same question.  I realized a few months ago 
> the only thing in Yage I use it for is to create a window and get input, 
> and it's kind of sucky at window creation--you can't have more than one 
> and switcing to/from fullscreen is buggy.
> 
> NeHe's first tutorials already have code for window creation/input 
> handling on Win/Linux/Mac, so that will probably what I go to.

Absolutely. Also it seems like SDL 1.3 will never be released... I would look 
at dog for clever window and OpenGL context creation. The inability to create 
3.x OpenGL context in SDL 1.2 will become a blocker very soon.

However, SDL 1.2 lower the bar for someday porting to Mac/Linux and does its 
job. The fullscreen <=> windowed thing is probably related to the OpenGL 
context recreation, maybe it work with pure SDL graphics.

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