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I thought stuff like SDL was used precisely because it abstracted away all the crappy parts of openGL and gave you an easier API to work with?
by jiggy2011 14y ago
I thought stuff like SDL was used precisely because it abstracted away all the crappy parts of openGL and gave you an easier API to work with?
- eropple 14y agoIf it meaningfully abstracted away the crap as it was originally billed to do, yes. It doesn't really do that, IMO, and mostly just makes you deal with even more mental state. It's very common to see people use SDL more or less only for creating a window and pulling input (which it does do pretty well). SFML is better, but the developers are pretty uninterested (SFML 1.x was declared "legacy" while there was a bug that prevented it from running on modern AMD graphics cards) and I wouldn't trust it as far as I could throw it.
- peacemaker 14y agoCan you explain why you wouldn't trust SFML? I've been using it for a few months now and haven't had any problems.
- eropple 14y agoI don't trust people who leap to a new, breaking major version while ~40% of people can't run the in-theory-supported old one. Their prerogative, but I won't use their library because of it.
- exDM69 14y ago> I thought stuff like SDL was used precisely because it abstracted away all the crappy parts of openGL and gave you an easier API to work with? No. SDL only deals with the platform specific parts like windowing and OpenGL initialization. It does not do any OpenGL for you. GLFW is another popular tool for the same purpose.