Each renderer has a bunch of tags. SDL2 picks up a matching renderer (for example, first one with "acceleration"). We can decide which renderer is checked first, OpenGL or compositing.
@Capehill Yeah, that what i mean :) If it will be something like:
SDL2_INIT(BALBA|BALBAL|COMPOSITING);
Then its good enough.
After you make it for sdl2, is it easy enough to copy+paste compositing renderer to SDL1 ? Or some adaptation work still to be done ?
Quote:
We can decide which renderer is checked first, OpenGL or compositing.
Imho compositing is better for now, as it faster than ogl when it come to renderers (at least if i remember it right from compositing VS minigl tests).
There is one issue I would like to see solved before beta release: that's libtool refusing to build a shared object due to -no-undefined.
It's possible to just remove -no-undefined but that also means modifying of makefile.in and configure.in. So if anybody knows how this _should_ be fixed, it could make release sooner, and perhaps less hacky.
Today I have removed dependency to libdl because there is no dlfcn.h header and libdl.a in the current SDK. Currently, to link SDL2 app, only "-lSDL2 -lpthread" is needed, with or without -use-dynld.
If it's true that dynapi cannot work with our shared object then it can be disabled and custom implementation removed too.
There were also changes to configure script, to get libSDL2.so done and to get sdl2-config prepared in a way I believe it should be. Please let me know if something is broken.
Let's say thank you to Capehill. He have done really an incredible work (with an incredible amount of time too) I'ts not a rough port, but he done a fine Amiga port of the SDL2 libraries using the accelerated compositing and accelerated MiniGL and, in future, even W3D Nova could be used. SDL2 is very fast and this will make possible the port of many nice games.