I'm starting with SDL2 and having some trouble trying to understand what an SDL_Renderer is. What is it? What does it do? What's the difference between SDL_Renderer, SDL_Window, SDL_Surface and
26 I'm using SDL2. The only way I can find to draw a shape is with the line, rect and pixel functions, as explained here. Apart from using trig or the "equation of a circle", how could I draw a curve? How about general vector graphics? Is SDL an appropriate starting point or should I look elsewhere?
SDL_Renderer* SDL_CreateRenderer(SDL_Window* window, int index, Uint32 flags) index defines what driver to use. Set it to -1 to use the first driver that supports the other arguments. flags are used to make the rendering optimized, software rendiring, prevent vsync, etc.. Set it to SDL_RENDERER_ACCELERATED.
I want to make a game using SDL2, but I'm unable to compile and/or run my code, please help! SDL2 is notoriously hard to set up, and it's often the first library aspiring game developers try to use.
I am trying to make a controller for a game with SDL 2(didn't want to ask on gamedev since it is not a game issue directly) I use SDL_GetKeyboardState to see if the navigation arrows are being pres...
Here's a piece of my current Makefile: CFLAGS = -O2 -Wall -pedantic -std=gnu++11 `sdl-config --cflags --libs` -lSDL_mixer I have libsdl installed properly, SDL.h is in /usr/include/sdl where it be...
My questions are How to use OpenGL context in SDL2? What library/libraries is/are needed to use OpenGL in SDL2? I am on Windows 10, vs2019. I am trying use OpenGL context in SDL2. I followed the
I'm trying to make an SDL program that runs with a constant frame rate. However I'm finding that even though my program is lagging a lot and skipping a lot of frames (even though it's running at a ...
SDL keeps track of the current state of all keys. You can access this state via: SDL_GetKeyState () So, each iteration you can update the movements based on the key state. To make the movement smooth you should update the movement magnitude based on the time elapsed between updates.