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.<p>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.<p>[1]: <a href="http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html" rel="nofollow">http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Tab...</a>
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):<p>* 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.<p>* 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:<p>gcc -std=c99 -Wall -L libs/sdl-1.3/local/lib -l SDL -l SDLmain -l GL -I libs/sdl-1.3/local/include/SDL -I include -o sdlapp src/main.c<p>It took quite a bit of Googling to get that -l GL line.<p>Still, provided a couple of hours' entertainment this afternoon. Thanks!
SDL 1.3 is like the Duke Nukem Forever of portable game-friendly libraries, I think.<p>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.