|
 |
hi,
Le_Forgeron <jgr### [at] free fr> wrote:
> Le 02/10/2018 à 13:11, Le Forgeron a écrit :
> > Le 01/10/2018 à 20:29, jr a écrit :
> >> clipka <ano### [at] anonymous org> wrote:
> >>>> (also, why SDL in the first place? all the joystick and audio etc
> >>>> facilities,
> >>>> unused. yet, no preview without)
> >>> I'm pretty sure it was primarily a matter of maintainability. And with
> >>> SDL being able to drive Xlib, my naive assumption as a Windows jockey is
> >>> that it /should/ still work.
> >> I did have a look at the API (some time ago, not long after installing
> >> 3.7), as
> >> I recall there is no way of telling SDL to use a given window (id).
> > what about SDL_CreateWindowFrom() ? (just googling libsdl)
SDL2 only, not before.
> Ok, SDL2 has a migration guide and it will not be a five minutes patch
> for Povray.
> https://wiki.libsdl.org/MigrationGuide?highlight=%28SDL_WM_SetCaption%29
>
> Most calls made in Povray have been updated to new functions, so there
> might be a bit of change in logic too, and a need for detecting libsdl2
> along with libsdl1.2 (none, either or both might be present)
frankly, I'm not convinced it's worth the dependency. previous versions had a
"proper" X window[*], and I do not understand how abandoning that made
"maintainability" easier. all I see is a (big) library aimed at games
developers, none of its provisions used, except for the creation of a single
window. </rant>
[*] why can that (Xlib) code not simply be ported?
regards, jr.
Post a reply to this message
|
 |