The important widget to develope mobile app is layout container like
tlayouter in MSEgui. I see it in Qt for Android
(http://sourceforge.net/p/necessitas/home/necessitas), Android
Development Tools for Eclipse. The others widgets only button,
textbox, textmemo, slider, image, and all of them is bel
> SFML has unofficial port to Android
> https://github.com/Beuc/SFML-Android and for iOS
> http://en.sfml-dev.org/forums/index.php?topic=951.0
While SDL for iOS and Android is officially supported.
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SFML has unofficial port to Android
https://github.com/Beuc/SFML-Android and for iOS
http://en.sfml-dev.org/forums/index.php?topic=951.0
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> Thanks for your research, I'll studying later, much work to do at the moment.
> What do you think about my comment that on smartphones and probably on other
> handhelds too one should use the native widget API?
>
> Martin
I don't agree with it, most of app especially games for iOS and
Android us
On Saturday 04 August 2012 00:32:41 wahono sri wrote:
> About performance SDL versus SFML, there are interesting discussion in
> http://en.sfml-dev.org/forums/index.php?topic=43.0.
> SFML>SDL, I'm surprised!
>
Hnefi:
"
Your benchmarks are severly flawed. You are comparing the software, 2D library
On Friday 03 August 2012 19:28:33 wahono sri wrote:
> Hi Martin, what's your opinion?
>
Thanks for your research, I'll studying later, much work to do at the moment.
What do you think about my comment that on smartphones and probably on other
handhelds too one should use the native widget API?
M
http://forums.elysianshadows.com/viewtopic.php?f=6&t=4955:
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Just some recommendations:
- If you are using C++ and/or want to program for PC and/or want
native use of OpenGL than go for SFML.
- If you are using C and/or want to program for embedded devices
and/or want to write softwar
SFML is 19.9x as fast as SDL
===
It means that SDL 1.2 (as a s/w renderer by default) don't use OpenGL
h/w accelaration in these tests (and these 20 time is surprisingly low
difference) - You should draw in OpenGL/DirectX by Yourself (SDL
provides low level API for that). SF
In my laptop :
1/ Test : sprites
SDL displayed 216 frames
SFML displayed 147 frames
--> SFML is 0.7x as fast as SDL
2/ Test : alpha-blended sprites
SDL displayed 55 frames
SFML displayed 155 frames
--> SFML is 2.8x as fast as SDL
3/ Test : rotating sprites
SDL displayed 40 frames
SFML display
SDL 1.2 and SDL 2.0 have different licence http://www.libsdl.org/license.php
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About performance SDL versus SFML, there are interesting discussion in
http://en.sfml-dev.org/forums/index.php?topic=43.0.
SFML>SDL, I'm surprised!
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SDL 1.x offers h/w acceleration for stretch/fill etc basic painting
operation. MSEgui calls the related win-32 GUI API directly and this
API is set h/w accelerated automatically by OS itself. So, v1.x don't
offer significant advantages. But v 2.x with its 3D (textures,..)
support... Me guess that t
Hi Martin, what's your opinion?
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