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by dottrap
651 days ago
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The old SDL 2D API was not powerful enough. It was conceived in the rectangle sprite blitting days, when video hardware was designed very differently and had drastically different performance characteristics. If you wanted anything more, OpenGL used to be 'the best practice'. But today, the landscape competes between Vulkan, Metal, and Direct3D, and hardware is centered around batching and shaders. Trying to target OpenGL is more difficult because OpenGL fragmented between GL vs. GLES and platform support for OpenGL varies (e.g. Apple stopped updating GL after 4.1). A good example demonstrating where the old SDL 2D API is too limited is with the 2D immediate mode GUI library, Nuklear. It has a few simple API stubs to fill in so it can be adapted to work with any graphics system. But for performance, it wants to batch submit all the vertices (triangle strip). But SDL's old API didn't support anything like that. The reluctance was the SDL maintainers didn't want to create a monster and couldn't decide where to draw the line, so the line was held at the old 2D API. Then a few years ago, a user successfully changed the maintainers' minds after writing a demonstration showing how much could be achieved by just adding a simple batching API to SDL 2D. So that shifted the mindset and led to this current effort. I have not closely followed the development, but I think it still aims to be a simple API, and you will still be encouraged to pick a full blown 3D API if you go beyond 2D needs. But you no longer should need to go to one of the other APIs to do 2D things in modern ways on modern hardware. |
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