On 09/04/2020 17:04, jacobnavia wrote:
> Le 09/04/2020 à 11:11, Mr Flibble a écrit :
>> On 09/04/2020 09:44, jacobnavia wrote:
>>> Le 08/04/2020 à 22:51, Mr Flibble a écrit :
>>>> Hi!
>>>>
>>>> SDL is no longer a neoGFX dependency!
>>>>
>>>> That is all.
>>>>
>>>> /Flibble
>>>>
>>>
>>> Great, but your message doesn't convey any information.
>>>
>>> How did you eliminate that dependency?
>>>
>>> Did you rewrite the code that was using the SDL, i.e. you rewrote the parts of the SDL that you were using or adapted the source code of the SDL to your application?
>>>
>>> Or did you eliminate features that used that library?
>>>
>>> That would be interesting to know
>>
>> I rewrote the parts of neoGFX that were using SDL. What this means in practice is that neoGFX currently only has a Windows implementation (which I have effectively written from scratch) and I now have more work than I originally planned to support other operating systems.
>>
>
> This can be a huge task or a non-issue if you want to support only windows.
I don't think it will be a huge task: it only took me about four days to remove SDL replacing it with Windows-specific code (admittedly I already had a fair bit of Win32 code already written due to SDL not being adequate in the past).
>
>> I was already using OpenGL directly (rather than using SDL) for rendering and I now use glw (via glew) for OpenGL context creation.
>>
>
> That would be a better path (using OpenGL) than getting married to windows forever
neoGFX has been using OpenGL since day 1; I also plan to support Vulkan and Metal.
>
>> I was going to use SDL for audio but the plan is to now use PortAudio.
>
> What are the differences/advantages of each?
The advantage of using PortAudio over SDL is that PortAudio is only concerned with audio (and SDL isn't meeting my needs in other areas).