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view docs/html/sdlglattr.html @ 471:26dafefeebb2
Date: Sat, 24 Aug 2002 22:20:01 -0600
From: "Greg Haerr"
Subject: Announce: sdl-nanox-patch
Sam,
I've created an update patch for enhanced Nano-X support
with SDL. I've created the patch against SDL-1.2.4. I'd appreciate
it if you would apply it to the next SDL version.
Enhancements include:
1. Small bugfixes to compile without errors
2. Support for direct client-side framebuffer access with configure option
3. Add dynamic pixel type support for hardware framebuffer; eliminating the
need for compile-time configuration option.
I've updated the README.NanoX file with the details.
This version has been tested with Microwindows v0.89pre9 CVS
and SMPEG 0.4.4. I've added multi-threading support to
Microwindows to support the multi-threaded SMPEG, and
all works fine. To turn on thread safety in Microwindows,
use THREADSAFE=Y in the Microwindows config file.
Thanks!
Regards,
Greg
Founder, The Microwindows Project
http://microwindows.org
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 25 Aug 2002 06:21:49 +0000 |
parents | e5bc29de3f0a |
children | 355632dca928 |
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<HTML ><HEAD ><TITLE >SDL_GLattr</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.64 "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Video" HREF="video.html"><LINK REL="PREVIOUS" TITLE="SDL_FreeYUVOverlay" HREF="sdlfreeyuvoverlay.html"><LINK REL="NEXT" TITLE="SDL_Rect" HREF="sdlrect.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlfreeyuvoverlay.html" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlrect.html" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLGLATTR" >SDL_GLattr</A ></H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN2587" ></A ><H2 >Name</H2 >SDL_GLattr -- SDL GL Attributes</DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2590" ></A ><H2 >Attributes</H2 ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN2592" ></A ><P ></P ><TABLE BORDER="0" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_RED_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer red component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_GREEN_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer green component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_BLUE_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer blue component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ALPHA_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer alpha component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_DOUBLEBUFFER</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >0 or 1, enable or disable double buffering</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_BUFFER_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_DEPTH_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the depth buffer, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_STENCIL_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the stencil buffer, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_RED_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer red component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_GREEN_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer green component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_BLUE_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer blue component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_ALPHA_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer alpha component, in bits</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2643" ></A ><H2 >Description</H2 ><P >While you can set most OpenGL attributes normally, the attributes list above must be known <I CLASS="EMPHASIS" >before</I > SDL sets the video mode. These attributes a set and read with <A HREF="sdlglsetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_SetAttribute</TT ></A > and <A HREF="sdlglgetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_GetAttribute</TT ></A >.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2651" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlglsetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_SetAttribute</TT ></A >, <A HREF="sdlglgetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_GetAttribute</TT ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlfreeyuvoverlay.html" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlrect.html" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_FreeYUVOverlay</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="video.html" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_Rect</TD ></TR ></TABLE ></DIV ></BODY ></HTML >