The main point here seems to be that you can make separate windows with SDL 1.3 and attach OpenGL contexts to them, versus SDL 1.2's approach of single-window-single-OpenGL-context.
As far as OpenGL tutorials go, I recommend "An intro to modern OpenGL" articles by Joe Groff [1]. It covers the things in OpenGL 2 that still exist in OpenGL ES 2.
SDL 1.3 is like the Duke Nukem Forever of portable game-friendly libraries, I think.
Note: I mean this in a very friendly way, I have masses of respect for Sam Lantinga and all the other people behind SDL. It just seems they've been working on 1.3 for soo long.
> It just seems they've been working on 1.3 for soo long.
Sam Lantinga recently left blizzard and converted SDL into a commercial project. That shows his commitment to the library, so it's barely a duke nukem forever. Also SDL 1.3 is perfectly useable.
Yup, I remember learning a bit about SDL ca. 2002/3 and they were already at version 1.x. I think it was 1.1 at the time, then moved to the all-new 1.2. Funnily enough, it seems to be usable enough that a myriad of projects are still using them (and to think I was betting my bottom dollar Allegro would become the library of choice to game devs!)
There are a couple of problems I ran into in the tutorial (or in my ability to follow the tutorial as a complete SDL/OGL newbie):
* GL_COLOR_BIT should be GL_COLOR_BUFFER_BIT. This may be a change which occurred between the version the author used and the version I pulled today.
* Doesn't really mention which OGL libraries are needed. Maybe cmake takes care of this. Since I used crusty ol' gmake, here's what my compiler invocation looked like:
As far as OpenGL tutorials go, I recommend "An intro to modern OpenGL" articles by Joe Groff [1]. It covers the things in OpenGL 2 that still exist in OpenGL ES 2.
[1]: http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Tab...