Reply 160 of 386, by gulikoza
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I was just thinking about that...you obviously need an opengl context to use opengl commands and creating one is quite complicated and requires a lot of platform dependent code. SDL can do it for you, but then you need to have output=opengl set, since you can't have multiple windows with SDL1.2.
If we go to full opengl hardware renderer then dosbox render pipline (scalers, capturing) is not used. It would be fast, but again dosbox would not be in control of the render window. There could be a special path where a frame is readback to system memory just before it is shown on the screen and the image fed into the capture system (or even entire render pipeline, where it would scaled, captured and then sent back to opengl). It would be slower (probably a lot), but video capture would work.
Fullscreen switching is actually a very simple problem...the only trouble is that video ram contents are lost during modeswitch. So all you need to do is reupload all texture images (which are shadowed in the emulated voodoo texture memory anyway). I haven't done it yet because I simply hadn't had the time to study how Glide handles textures and how to recreate OpenGL textures from voodoo texmem...