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Home » Community » U++ community news and announcements » SDL20GL TopWindow handling
SDL20GL TopWindow handling [message #41100] Thu, 31 October 2013 11:31 Go to next message
Sgifan is currently offline  Sgifan
Messages: 37
Registered: February 2010
Location: France
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Hi,

Quick question: Why are TopWindow not handled as separate SDL2 windows (as SDL20 support this) ?


BTW: Would a 'RAINBOW' section in the forums be usefull ?



Re: SDL20GL TopWindow handling [message #41102 is a reply to message #41100] Thu, 31 October 2013 14:22 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 13975
Registered: November 2005
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Sgifan wrote on Thu, 31 October 2013 06:31

Hi,

Quick question: Why are TopWindow not handled as separate SDL2 windows (as SDL20 support this) ?


BTW: Would a 'RAINBOW' section in the forums be usefull ?






Working on it Smile It was not original goal (android does not have windows), but now it seems like quite a good idea.
Re: SDL20GL TopWindow handling [message #41103 is a reply to message #41100] Thu, 31 October 2013 14:28 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 13975
Registered: November 2005
Ultimate Member
Sgifan wrote on Thu, 31 October 2013 06:31

Hi,

Quick question: Why are TopWindow not handled as separate SDL2 windows (as SDL20 support this) ?


BTW: Would a 'RAINBOW' section in the forums be usefull ?




I guess we can start a thread about SDL20GL in Developer's corner.

If you are interested in this backend and willing to help, I would have some things to investigate for you Smile

Mirek
Re: SDL20GL TopWindow handling [message #41107 is a reply to message #41103] Thu, 31 October 2013 16:21 Go to previous messageGo to next message
Sgifan is currently offline  Sgifan
Messages: 37
Registered: February 2010
Location: France
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As for help I'm not sure i'm able to help much in such kind of deeply U++ internals embedeed code.


I know a bit of SDL and also OpenGL, but how the GUI mechanisms in U++ are working is much more difficult for me to embrace.

For instance animated GUI would be nice, but in this case we would need some kind of retained mode or scene graph, and i'm not quite sure how this would fit in the way U++ works.


Re: SDL20GL TopWindow handling [message #41112 is a reply to message #41107] Thu, 31 October 2013 19:34 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 13975
Registered: November 2005
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Sgifan wrote on Thu, 31 October 2013 11:21


I know a bit of SDL and also OpenGL, but how the GUI mechanisms in U++ are working is much more difficult for me to embrace.



Well, right now I am trying to solve OpenGL puzzle... I have implemented two rendering paths, "fixed" (as in GL 1.0) and GLES 2.0 compatible (hopefully) code using shaders. Strange thing is that in "fixed" mode, rendering colored rectangles is order of magnitude faster than with shader, no matter what I am trying to do...

Mirek
Re: SDL20GL TopWindow handling [message #41115 is a reply to message #41112] Thu, 31 October 2013 22:31 Go to previous messageGo to next message
Sgifan is currently offline  Sgifan
Messages: 37
Registered: February 2010
Location: France
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Maybe take a look at http://www.raywenderlich.com/3664/

Your shaders look simple enough but try to lower the precision in the frag shader (lowp instead of mediump as i see in the current code (GLES specific))

Also using VBO seems to help a lot for speed.

[Updated on: Thu, 31 October 2013 23:11]

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Re: SDL20GL TopWindow handling [message #41118 is a reply to message #41115] Fri, 01 November 2013 07:33 Go to previous message
mirek is currently offline  mirek
Messages: 13975
Registered: November 2005
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Sgifan wrote on Thu, 31 October 2013 17:31


Also using VBO seems to help a lot for speed.



Well, my understanding of VBO is that the advantage is that complex vertex mesh data can reside on GPU between frames - which is not exactly our case here. (Or is it?)
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