Well, when people talk of using SDL and OpenGL together, they mean using SDL to create the window and load the images and stuff, while using OpenGL to do the drawing. SDL_BlitSurface, or whatever it is (I forget), doesn't work when you're using OpenGL, you have to use stuff like textures to print images to the screen.
The disadvantages of using OpenGL is that it's harder, but the advantages are that it's like 10,000x faster, and as a consequence you can do a lot more stuff with it. (Scale images in real-time, handle 3D, lighting, very nice blending operations, stuff like that).
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