Jump to content
Posted 09 October 2013 - 01:03 AM
Posted 09 October 2013 - 02:17 AM
Edited by BitMaster, 09 October 2013 - 02:18 AM.
Posted 09 October 2013 - 03:26 AM
SDL2's accelerated rendering is nothing more than a software wrapper around OpenGL or Direct3D. By using OpenGL (or D3D for that matter) you bypass the wrapper and get to use the underlying API directly, which can give you more control but at the expense of greater complexity. Whether or not you need that extra control is a question only you can answer.
In the case of your lighting example, it's perfectly possible to do this via OpenGL, and I can say this (and you can believe it) with extreme confidence because (as I've noted) that's how SDL2 does it too.
Right now SDL2 is working fine for you, so I don't think you need to consider using something else for the moment. As you do more work, get more experience, get more ideas for cool stuff you'd like to do, you're going to start running into obstacles and things that SDL2 can't do so well. At that point the greater control of the underlying API will be needed, and maybe a good starting point for you might be to look at the SDL source code and understand how they did it, in conjunction with some more specific learning material.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Posted 09 October 2013 - 11:48 AM