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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 ...


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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.


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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({ ...


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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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