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In SDL2 the creation of the window is separate from the rendering environment used to draw into that window. So, while you might pass "SDL_WINDOW_OPENGL" to SDL_CreateWindow(), this simply states that the window should support rendering from an OpenGL context later down the line and doesn't actually create an OpenGL context at that point. So, from ...


Once upon a time there was Google. Now this seems to be what you are looking for: const char* SDL_GetCurrentVideoDriver(void) Returns the name of the current video driver or NULL if no driver has been initialized.


You have multiple ways to interact from c++ to javascript. I can show you one way I find quite handy: in the js library file // here you write JS "handlers" mergeInto(LibraryManager.library, { new_cube: function(size, color) { var cube = new THREE.Mesh( new THREE.BoxGeometry(size, size, size), new THREE.MeshBasicMaterial({ ...


You won't find ddraw in this one, but google dx9mgw for the directx 9 ones. Then, when you build your release, be sure to disable strict aliasing by either not doing speed optimization above -0 or -1 or by disabling strict aliasing optimizations with a compiler directive. Or I guess update the headers if you want to.

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