Mercurial > sdl-ios-xcode
view VisualC/SDLmain/SDLmain.dsp @ 2359:b70b96e615d2 gsoc2008_iphone
These files are the OpenGL ES render driver. You should be able to use them on any platform that supports OpenGL ES -- not just iPhone. The driver is based off the OpenGL render driver.
There are a few differences between OpenGL and OpenGL ES that present difficulties for this driver:
- OpenGL ES does NOT support many pixel formats (for example, no GL_BGR). Also, when using texture functions format and internalFormat must be the same -- this means 32 bit packed formats like SDL_PIXELFORMAT_BGR888 cannot be automatically converted to GL_RGB (which is 24bpp).
- OpenGL ES doesn't have GL_PACK_ROW_LENGTH, which means data must be reformatted before uploading changes to dirty rects. This change has been added.
- OpenGL ES doesn't support paletted textures, though there is an extension. I'm looking into this.
Some other notable differences:
- OpenGL ES has an extension called GL_OES_draw_texture which allows for quicker 2D sprite-type drawing. I use this in GL_RenderCopy when it is available. The iPhone supports the extension, but the iPhone Simulator does not (presently).
- No glBegin() / glEnd() and no GL_QUADS! I'm using glDrawArrays with GL_TRIANGLE_STRIP instead!
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
---|---|
date | Thu, 17 Jul 2008 23:31:42 +0000 |
parents | d63e9f5944ae |
children |
line wrap: on
line source
# Microsoft Developer Studio Project File - Name="SDLmain" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 5.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Static Library" 0x0104 CFG=SDLmain - Win32 Debug !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run !MESSAGE !MESSAGE NMAKE /f "SDLmain.mak". !MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: !MESSAGE !MESSAGE NMAKE /f "SDLmain.mak" CFG="SDLmain - Win32 Debug" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "SDLmain - Win32 Release" (based on "Win32 (x86) Static Library") !MESSAGE "SDLmain - Win32 Debug" (based on "Win32 (x86) Static Library") !MESSAGE "SDLmain - Win32 Release_NoSTDIO" (based on\ "Win32 (x86) Static Library") !MESSAGE # Begin Project # PROP Scc_ProjName "" # PROP Scc_LocalPath "" CPP=cl.exe !IF "$(CFG)" == "SDLmain - Win32 Release" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir "Release" # PROP BASE Intermediate_Dir "Release" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "Release" # PROP Intermediate_Dir "Release" # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c # ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\include" /I "..\..\include\SDL" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo # ADD LIB32 /nologo !ELSEIF "$(CFG)" == "SDLmain - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "Debug" # PROP BASE Intermediate_Dir "Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "Debug" # PROP Intermediate_Dir "Debug" # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /GX /Z7 /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c # ADD CPP /nologo /MD /W3 /GX /Z7 /Od /I "..\..\include" /I "..\..\include\SDL" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo # ADD LIB32 /nologo !ELSEIF "$(CFG)" == "SDLmain - Win32 Release_NoSTDIO" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir "SDLmain_" # PROP BASE Intermediate_Dir "SDLmain_" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "Release_NOSTDIO" # PROP Intermediate_Dir "Release_NOSTDIO" # PROP Target_Dir "" # ADD BASE CPP /nologo /MD /W3 /GX /O2 /I "..\..\include" /I "..\..\include\SDL" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c # ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\include" /I "..\..\include\SDL" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "NO_STDIO_REDIRECT" /YX /FD /c BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo # ADD LIB32 /nologo !ENDIF # Begin Target # Name "SDLmain - Win32 Release" # Name "SDLmain - Win32 Debug" # Name "SDLmain - Win32 Release_NoSTDIO" # Begin Source File SOURCE=..\..\Src\Main\Win32\SDL_win32_main.c # End Source File # End Target # End Project