Mercurial > sdl-ios-xcode
view README.OS2 @ 1295:c3e36ac8a94c
Date: Sun, 6 Mar 2005 17:06:20 +0100
From: Per Inge Mathisen
Subject: [SDL] Fullscreen refresh on win32
Windows has a terrible default for fullscreen 3D apps of 60mhz refresh
rate. This can be fixed by the user by going into his driver's
control panel and forcing the refresh rate higher. However, this not a
very user friendly way about it, and in any case SDL contains no code
that could figure out this that condition has afflicted the user.
So the question is, could SDL fix this for the user? It is possible
under Windows to request a higher refresh rate. The danger is of
course that if the user has an old monitor, and you request a too high
refresh rate, the monitor could be damaged. However, I believe there
might be a way around that: Check before switching what refresh rate
the user's desktop runs in, and if our fullscreen dimensions are equal
or less than those of the desktop, use the higher refresh rate of 60
and the desktop rate.
Since most users run their desktops in the same or higher resolution
something sane, this should fix this problem for most users.
Thoughts?
An alternative is to add an SDL_GL_GetAttribute(SDL_GL_REFRESH_RATE)
option so that programs can bitch at their users at their own
convenience.
- Per
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 30 Jan 2006 06:56:10 +0000 |
parents | 173c063d4f55 |
children | e3242177fe4a |
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=========== SDL on OS/2 =========== Last updated on Oct 02, 2005. 1. How to compile? ------------------ To compile this, you'll need the followings installed: - The OS/2 Developer's Toolkit - The OpenWatcom compiler (http://www.openwatcom.org) - The FSLib library (ftp://ftp.netlabs.org/pub/SDL) Please edit the second, fourth and fifth lines of setvars.cmd file to set the folders where the toolkit, the OW compiler and the FSLib are. You won't need NASM yet (The Netwide Assembler), you can leave that line. Run setvars.cmd, and you should get a shell in which you can compile SDL. Check the "Watcom.mif" file. This is the file which is included by all the Watcom makefiles, so changes here will affect the whole build process. There is a line in there which determines if the resulting SDL.DLL will be a 'debug' or a 'release' build. The 'debug' version is full of printf()'s, so if something goes wrong, its output can help a lot for debugging. Then go to the 'src' folder, and run "wmake -f makefile.wat". This should create the SDL.DLL and the corresponding SDL.LIB file there. To test applications, it's a good idea to use the 'debug' build of SDL, and redirect the standard output and standard error output to files, to see what happens internally in SDL. (like: testsprite >stdout.txt 2>stderr.txt) To rebuild SDL, use the following commands in 'src' folder: wmake -f makefile.wat clean wmake -f makefile.wat 2. How to compile the testapps? ------------------------------- Once you have SDL.DLL compiled, navigate into the 'test' folder, copy in there the newly built SDL.DLL, and copy in there FSLib.DLL. Then run "wmake -f makefile.wat" in there to compile some of the testapps. 3. What is missing? ------------------- The following things are missing from this SDL implementation: - MMX, SSE and 3DNOW! optimized video blitters? - HW Video surfaces - OpenGL support 4. Special Keys / Full-Screen support ------------------------------------- There are two special hot-keys implemented: - Alt+Home switches between fullscreen and windowed mode - Alt+End simulates closing the window (can be used as a Panic key) Only the LEFT Alt key will work. 5. Joysticks on SDL/2 --------------------- The Joystick detection only works for standard joysticks (2 buttons, 2 axes and the like). Therefore, if you use a non-standard joystick, you should specify its features in the SDL_OS2_JOYSTICK environment variable in a batch file or CONFIG.SYS, so SDL applications can provide full capability to your device. The syntax is: SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, the line should be: SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 If you want to add spaces in your joystick name, just surround it with quotes or double-quotes: SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 or SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 Notive However that Balls and Hats are not supported under OS/2, and the value will be ignored... but it is wise to define these correctly because in the future those can be supported. Also the number of buttons is limited to 2 when using two joysticks, 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes and 8 when using a joystick with 2 axes. Notice however these are limitations of the Joystick Port hardware, not OS/2. 6. Next steps... ---------------- Things to do: - Implement missing stuffs (look for 'TODO' string in source code!) - Finish video driver (the 'wincommon' can be a good example for missing things like application icon and so on...) - Enable MMX/SSE/SSE2 acceleration functions - Rewrite CDROM support using DOS Ioctl for better support. 7. Contacts ----------- You can contact the developers for bugs: Area Developer email General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu CDROM and Joystick Caetano daniel@caetano.eng.br Notice however that SDL/2 is 'in development' stage so ... if you want to help, please, be our guest and contact us!