This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Программирование
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine Integration into SDL Application

This article describes the sample located in the <UnigineSDK>/source/app/main_sdl folder.

The sample demonstrates how to embed Unigine into an SDL-based application, namely:

  • Create a simple SDL-based application
  • Integrate Unigine into the application
  • Initialize the OpenGL mode

Notice
The sample can be run on Windows and Linux only.
Notice
Only SDL version 1.2 is supported.

In this sample, the engine controls the main loop by itself: the doUpdate(), doRender() and doSwap() functions are overridden and call the update(), render() and swap() functions respectively.

Unigine integrated into the SDL application window

See Also

Last update: 10.08.2018
Build: ()