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distrib > Fedora > 13 > i386 > by-pkgid > cbe33e4c14ebc1dcd3d6c46c90b632d1 > files > 361

ClanLib1-devel-1.0.0-4.fc13.i686.rpm

In this version of ClanLib we have an experimental version of a classic software
2d display. We use SDL for this, as we couldn't bother to write such oldskool
stuff ourselves.

This doesn't mean ClanLib requires SDL, far from it. The normal display is still
using OpenGL, which it is far more featureful compared to the SDL target,
and most important, it is hardware accelerated.

But if you have any problems with the OpenGL display, or just want to run your
game on old hardware, you could try clanSDL.

Note that due to limitations in SDL clanSDL doesn't support everything in the
ClanLib API:

- You can only create one CL_DisplayWindow.
- Rotation is not supported.
- Scaling is not supported.
- Gradient is not supported.
- set_color on surfaces and sprites is not supported.
- Only the default blendfunc set is supported.
- Because it is software and not hardware accelerated, the amount of
  alphablending should be taken in consideration.

--

Why should you use clanSDL instead of just SDL ?

Because ClanLib has so much more to offer than a simple display
API. We have xml resources, high-level network, themable gui, advanced
sprites, transparent use of gfxformats (jpeg, png, tga, pcx), 
transparent use of soundinputs (vorbis, mods, wavs, etc) and
much, much more. And you can now switch from using classic 2D software
rendering to blazingly fast OpenGL rendering with just a single code line!

Also, lets not forget to mention that our API is C++, putting all
functionality neatly into manageable and consistent classes.

--
 
How to switch between ClanGL and ClanSDL ?

To use OpenGL in your app, you do the following:

	#include <ClanLib/gl.h>
	...
	CL_SetupGL::init();

If you want to use SDL instead, replace it with:

	#include <ClanLib/sdl.h>
	...
	CL_SetupSDL::init();