Originally posted by stqn
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Of course, dynamic linking is superior to static linking as it allows you to update the version.
It's not exactly a static v.s. dynamic but more a bundled lib v.s. system lib, but it should apply : a nwn install contains a bundled sdl 1.2.5. On a recent system, all it does is fail on startup.
To launch it on those system, you need to remove it from LD_LIBRARY_PATH so that the nwn executable can link the system version.
If SDL was statically linked, or even if the lib location was hardcoded, we couldn't even do that.
With games statically linked to SDL2 created if the coming years, I expect then to be completely lost (i.e. to be impossible to execute) in ten years.
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Originally posted by peppercats View Postaids with gamma correction, an extremely important part in making graphics not look terrible.
I looked it up. It emulates "exposure" so color and contrast look as intended in the virtual world (ie: dark here but light there)? Did I get that right? How does valve do gamma then if SDL 2.0 can not. They have it figured out it seems.
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Originally posted by dh04000 View Posthttps://en.wikipedia.org/wiki/Gamma_correction
I looked it up. It emulates "exposure" so color and contrast look as intended in the virtual world (ie: dark here but light there)? Did I get that right? How does valve do gamma then if SDL 2.0 can not. They have it figured out it seems.
I guess Valve will be doing tone mapping in the shader anyway, can live without a srgb framebuffer.
Btw afaik this srgb capable flag is to request a srgb capable buffer explicitly, you will get one by default if the gpu supports it.
Edit:
Did a quick check with HD4850/Catalyst and SDL2. Default framebuffer is reported as srgb capable.Last edited by log0; 13 August 2013, 02:02 PM.
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