I personally discovered the Wesnoth code by writing the first draft of the WML reference on the wiki...
taking a subset of WML and checking the wiki to make sure it's up to date is probably a good way to dsicver a given section of the code... On Dec 25, 2007 10:00 PM, Eric S. Raymond <[EMAIL PROTECTED]> wrote: > David White <[EMAIL PROTECTED]>: > > It would be painful to maintain the game working with both SDL and > > OpenGL. Additionally, one of the primary benefits of moving to OpenGL > > would be to allow different and new graphical effects that cannot be > > efficiently implemented using SDL, but if we had to make the game work > > with SDL anyhow, this would be infeasible, or at the least would require > > double-implementing such features in both SDL and OpenGL. > > I've looked at the code wuth this possibility in mind, and agree that > it would be infeasible. > -- > <a > href="http://www.catb.org/~esr/<http://www.catb.org/%7Eesr/>">Eric > S. Raymond</a> > > _______________________________________________ > Wesnoth-dev mailing list > Wesnoth-dev@gna.org > https://mail.gna.org/listinfo/wesnoth-dev >
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