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.