Searching for Sdl Framebuffer Support information? Find all needed info by using official links provided below.
https://www.sdl.com/support/
Customer Support helps you achieve maximum results with your SDL solution, providing assistance when you need it most. All companies are unique and have different support needs and requirements and SDL provides a range of global support services to meet those needs.
http://forums.libsdl.org/viewtopic.php?p=43982
So, what would take to get SDL2 to support the fbdev? I was able to get my code working using SDL 1.2, so I can continue to use that, but it's a pity not to be able to stay with the latest version. I'm developing a display using a BeagleBone Black and an attached LCD.
https://wiki.libsdl.org/Support
Once you're using version 2.0 of the Simple DirectMedia Layer (SDL) API, there are a number of sources for basic information. Here are a few: Documentation. Congratulations! You already found this one. Use the left sidebar to navigate through the documentation provided in this wiki.
https://gamedev.stackexchange.com/questions/62520/sdl2-render-to-texture-support
int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) in my 2D game. At this point I am using only the SDL 2.0 API, and using openGL seems overkill to me. Rendering to an intermediate texture would greatly simplify the programming of a camera system and split-screen support. However, the (sparse) SDL wiki documentation states:
https://www.libsdl.org/release/SDL-1.2.15/docs/html/guidevideoopengl.html
Initialisation. Initialising SDL to use OpenGL is not very different to initialising SDL normally. There are three differences; you must pass SDL_OPENGL to SDL_SetVideoMode, you must specify several GL attributes (depth buffer size, framebuffer sizes) using SDL_GL_SetAttribute and finally, if you wish to use double buffering you must specify it as a GL attribute, not by passing the SDL ...
https://wiki.libsdl.org/Introduction
SDL 2.0 is distributed under the zlib license. This license allows you to use SDL freely in any software. The Simple DirectMedia Layer library (SDL) is a general API that provides low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D framebuffer across multiple platforms. 1.2. What can SDL do?
https://en.wikipedia.org/wiki/Linux_framebuffer
The Linux framebuffer (fbdev) is a graphic hardware-independent abstraction layer to show graphics on a computer monitor, typically on the system console. It allows direct access to the framebuffer (the part of a computer's video memory containing a current video frame) using only the Linux kernel's own basic facilities and its device file system interface.
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
http://osdl.sourceforge.net/main/documentation/rendering/SDL-openGL.html
OpenGL is not available (at least not in accelerated form) on all platforms (ex: PDAs, 16 bit computers, non-ps2gl Playstation2, pre-3D-boom consoles and some laptops), and not even on all systems based on platforms that do support OpenGL. The SDL back-ends that support OpenGL are the ones for Windows, X11, Quartz (Mac OS X), maybe whatever ...
https://stackoverflow.com/questions/14615732/how-to-get-sdl-to-use-fbcon-not-caca
How to get SDL to use fbcon not caca. Ask Question ... Make sure that your SDL install is built with framebuffer support (--enable-video-fbcon and/or --enable-video-directfb) and that the SDL_VIDEODRIVER environment variable is set to fbcon or directfb. share improve this answer.
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