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SDL removed from neoGFX

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Mr Flibble

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Apr 8, 2020, 4:51:39 PM4/8/20
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Hi!

SDL is no longer a neoGFX dependency!

That is all.

/Flibble

--
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"Why should I respect a capricious, mean-minded, stupid God who creates a world that is so full of injustice and pain. That's what I would say."

jacobnavia

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Apr 9, 2020, 4:45:03 AM4/9/20
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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

jacob

Mr Flibble

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Apr 9, 2020, 5:11:31 AM4/9/20
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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.

I was already using OpenGL directly (rather than using SDL) for rendering and I now use glw (via glew) for OpenGL context creation.

I was going to use SDL for audio but the plan is to now use PortAudio.

Öö Tiib

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Apr 9, 2020, 6:11:17 AM4/9/20
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On Thursday, 9 April 2020 12:11:31 UTC+3, Mr Flibble wrote:
> 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.
>
> I was already using OpenGL directly (rather than using SDL) for rendering and I now use glw (via glew) for OpenGL context creation.
>
> I was going to use SDL for audio but the plan is to now use PortAudio.

SDL is portable HAL for wide variety of multimedia output
and input hardware and networking plus rudimentary application
framework. If you removed that then either it is Windows-only now
or the hardware access layer is up to potential users now to hack
up.

Mr Flibble

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Apr 9, 2020, 7:16:18 AM4/9/20
to
Did you not read what I actually posted? I already said it is currently Windows only. I designed neoGFX properly so SDL has hidden behind an abstraction layer which is why it only took me about 4 days to remove so potential users will not have to "hack up" support for other operating systems: I still plan for neoGFX to be cross platform.

Mr Flibble

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Apr 9, 2020, 7:26:22 AM4/9/20
to
On 09/04/2020 12:16, Mr Flibble wrote:
> On 09/04/2020 11:11, Öö Tiib wrote:
>> On Thursday, 9 April 2020 12:11:31 UTC+3, Mr Flibble  wrote:
>>> 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.
>>>
>>> I was already using OpenGL directly (rather than using SDL) for rendering and I now use glw (via glew) for OpenGL context creation.
>>>
>>> I was going to use SDL for audio but the plan is to now use PortAudio.
>>
>> SDL is portable HAL for wide variety of multimedia output
>> and input hardware and networking plus rudimentary application
>> framework. If you removed that then either it is Windows-only now
>> or the hardware access layer is up to potential users now to hack
>> up.
>
> Did you not read what I actually posted? I already said it is currently Windows only.  I designed neoGFX properly so SDL has hidden behind an abstraction layer which is why it only took me about 4 days to remove so potential users will not have to "hack up" support for other operating systems: I still plan for neoGFX to be cross platform.

I don't think my previous reply was clear enough; take two:

neoGFX has its own HAL (which used to wrap SDL among other things) so potential users will not have to "hack one up" even though I have removed SDL.

Christian Gollwitzer

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Apr 9, 2020, 7:43:51 AM4/9/20
to
Am 09.04.20 um 13:26 schrieb Mr Flibble:
> On 09/04/2020 12:16, Mr Flibble wrote:>
>> Did you not read what I actually posted? I already said it is
>> currently Windows only.  I designed neoGFX properly so SDL has hidden
>> behind an abstraction layer which is why it only took me about 4 days
>> to remove so potential users will not have to "hack up" support for
>> other operating systems: I still plan for neoGFX to be cross platform.
>
> I don't think my previous reply was clear enough; take two:
>
> neoGFX has its own HAL (which used to wrap SDL among other things) so
> potential users will not have to "hack one up" even though I have
> removed SDL.

Good luck with macOS. They have just a year ago deprecated OpenGL in
favour of the (mac only) Metal framework. If it only were different API
calls, but it means you need to rewrite all the shaders, because the
shader language is incompatible. There is a third party Vulkan
implementation, so if you're going for Vulkan instead of OpenGL it could
potentially be easier. Graphics APIs are a mess...

Christian

Mr Flibble

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Apr 9, 2020, 7:46:28 AM4/9/20
to
As OpenGL is also behind neoGFX's HAL it was fully in the plan to also support Vulkan and possibly, for macOS, Metal.

jacobnavia

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Apr 9, 2020, 12:04:37 PM4/9/20
to
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 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

> I was going to use SDL for audio but the plan is to now use PortAudio.

What are the differences/advantages of each?
>
> /Flibble
>

Mr Flibble

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Apr 9, 2020, 12:09:13 PM4/9/20
to
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).

Chris M. Thomasson

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Apr 9, 2020, 6:31:46 PM4/9/20
to
On 4/9/2020 9:04 AM, 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.

If one wants to support only windows, then go for some directx. I use
OpenGL, however... WebGL is nice:

http://funwithfractals.atspace.cc/ct_gfield_test/3d_user/ct_wormhole_exp.html

;^)
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