Opened 17 years ago

Closed 16 years ago

Last modified 7 months ago

#7250 closed enhancement (outdated)

Merge ScummVM.exe and ScummVMGL.exe

Reported by: SF/trinity78 Owned by: fingolfin
Priority: normal Component: Ports
Keywords: Cc:
Game:

Description

Is there any need to have the OpenGL and the non-
OpenGL version in two executables. It whould make
more sense to have this merged in one executable file
(aka scummvm.exe) and then select the OpenGL
renderer either using a command line parameter
(scummvm.exe -gl game) or selecting it in the ingame
gui.

Ticket imported from: #649990. Ticket imported from: feature-requests/66.

Change History (5)

comment:1 Changed 17 years ago by fingolfin

For Windows and MacOS it might make sense, as those always
ship with OpenGL (at least OS X does, I am not fully sure
about Windows). For Linux etc. it's a different thing - not
everybody will want to link against OpenGL if they don't
intend to use it.
Personally, I never use the OpenGL version, as it doesn't
support the nice scalers.

comment:2 Changed 16 years ago by SF/darkshineknight

Hi,
Firstly, Windows does indeed ship with OpenGL in
versions 95 OSR and above, but as an ungodly slow software
renderer (not discouraging OpenGL of course, just Microsoft).
I have a suggestion on this matter, though. Perhaps you
could change around the OpenGL #define, so when you
compile it, OpenGL AND native SDL rendering are both
available, a little like your #defines for OGG Vorbis and MAD
MP3. That way, you can compile it without OpenGL and get
just SDL, or with OpenGL and get both. What do you think?

comment:3 Changed 16 years ago by fingolfin

Owner: set to fingolfin
Resolution: outdated
Status: newclosed

comment:4 Changed 16 years ago by fingolfin

The SDL+OpenGL backend now supports all the scalers the normal SDL
backend supports.

comment:5 Changed 7 months ago by digitall

Component: Ports
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