#7250 closed feature request (outdated)
Merge ScummVM.exe and ScummVMGL.exe
Reported by: | SF/trinity78 | Owned by: | fingolfin |
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Priority: | normal | Component: | Ports |
Version: | 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 by , 22 years ago
comment:2 by , 22 years ago
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 by , 22 years ago
Owner: | set to |
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Resolution: | → outdated |
Status: | new → closed |
comment:4 by , 22 years ago
The SDL+OpenGL backend now supports all the scalers the normal SDL backend supports.
comment:5 by , 6 years ago
Component: | → Ports |
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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.