{"id":153256,"date":"2026-01-01T11:12:28","date_gmt":"2026-01-01T09:12:28","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/reliz-multimedijnoj-biblioteki-sdl-3-4-0"},"modified":"2026-01-01T11:12:28","modified_gmt":"2026-01-01T09:12:28","slug":"reliz-multimedijnoj-biblioteki-sdl-3-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/es\/blog\/news\/reliz-multimedijnoj-biblioteki-sdl-3-4-0","title":{"rendered":"Lanzamiento de la biblioteca multimedia SDL 3.4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Se presenta el lanzamiento de la biblioteca SDL 3.4.0 (Simple DirectMedia Layer). La biblioteca tiene como objetivo simplificar la escritura de juegos y aplicaciones multimedia, y proporciona caracter\u00edsticas como renderizado acelerado por hardware de gr\u00e1ficos 2D y 3D, manejo de entradas, reproducci\u00f3n de sonido y salida 3D a trav\u00e9s de OpenGL, OpenGL ES, Metal, Direct3D o Vulkan. El c\u00f3digo est\u00e1 escrito en C y se distribuye bajo la licencia Zlib. Se proporcionan enlaces para utilizar SDL en proyectos en varios lenguajes de programaci\u00f3n.     <\/p>\n<p>SDL 3.4.0 es la segunda rama estable significativa de la serie SDL 3.x; la primera rama estable fue la serie 3.2.x, y la rama 3.3.x se posicion\u00f3 como experimental. Los principales cambios en SDL 3.4.0 est\u00e1n relacionados con la mejora de la portabilidad entre API 3D GPU y API para renderizado 2D, la ampliaci\u00f3n del soporte de compilaci\u00f3n en WebAssembly mediante el compilador Emscripten, la mejora del funcionamiento con tabletas gr\u00e1ficas y l\u00e1pices digitales, as\u00ed como la incorporaci\u00f3n de soporte nativo para el formato de imagen PNG.        <\/p>\n<p>Entre las nuevas caracter\u00edsticas en SDL 3.4.0:  <\/p>\n<ul>\n<li class=\"l\"> Se ha a\u00f1adido soporte integrado para im\u00e1genes en formato PNG, para las cuales se ofrecen funciones SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG() y SDL_SavePNG_IO(). Se han a\u00f1adido las funciones SDL_LoadSurface() y SDL_LoadSurface_IO() para determinar el formato (PNG o BMP) y cargar im\u00e1genes como superficies.\n<li class=\"l\"> Se ha a\u00f1adido la funci\u00f3n SDL_RotateSurface() para crear una copia girada de la superficie.\n<li class=\"l\"> Se ha a\u00f1adido la funci\u00f3n SDL_CreateAnimatedCursor() para crear cursores animados de colores, as\u00ed como la indicaci\u00f3n SDL_HINT_MOUSE_DPI_SCALE_CURSORS para el escalado autom\u00e1tico de los cursores en relaci\u00f3n con el nivel de escalado de la pantalla.\n<li class=\"l\"> Se han a\u00f1adido las funciones SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState() y SDL_GetWindowProgressValue() para mostrar el progreso de la operaci\u00f3n en el icono de la aplicaci\u00f3n en la barra de tareas.\n<li class=\"l\"> Se han a\u00f1adido propiedades para usar la API de GPU con hardware antiguo.\n<li class=\"l\"> Se ha a\u00f1adido la propiedad SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER y SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN para configurar y habilitar las capacidades de la API Vulkan al crear dispositivos GPU.\n<li class=\"l\"> Se ha a\u00f1adido la funci\u00f3n SDL_GetGPUDeviceProperties() para solicitar informaci\u00f3n sobre la GPU.\n<li class=\"l\"> Se han a\u00f1adido las funciones SDL_CreateGPURenderer() y SDL_GetGPURendererDevice() para utilizar la GPU en la representaci\u00f3n 2D, as\u00ed como SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState() y SDL_DestroyGPURenderState() para habilitar sombreadores de fragmentos en la representaci\u00f3n 2D.\n<li class=\"l\">  En la representaci\u00f3n 2D utilizando la GPU, se ha implementado soporte para texturas YUV y HDR. Se ha a\u00f1adido soporte para texturas con paleta, para las cuales se han incorporado las funciones SDL_GetTexturePalette() y SDL_SetTexturePalette(). Se han a\u00f1adido las funciones SDL_GetPixelFormatFromGPUTextureFormat() y SDL_GetGPUTextureFormatFromPixelFormat() para convertir formatos de texturas, as\u00ed como los par\u00e1metros SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER y SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER para crear texturas 2D a partir de texturas de GPU. Para la configuraci\u00f3n de texturas, se han a\u00f1adido las funciones SDL_RenderTexture9GridTiled(), SDL_GetDefaultTextureScaleMode(), SDL_SetDefaultTextureScaleMode(), SDL_GetRenderTextureAddressMode() y SDL_SetRenderTextureAddressMode().\n<li class=\"l\"> Se ha a\u00f1adido el par\u00e1metro SDL_SCALEMODE_PIXELART para utilizar un algoritmo de escalado optimizado para gr\u00e1ficos de p\u00edxeles.\n<li class=\"l\"> Se han implementado los eventos SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, SDL_EVENT_SCREEN_KEYBOARD_SHOWN, SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, SDL_EVENT_PINCH_BEGIN, SDL_EVENT_PINCH_UPDATE, SDL_EVENT_PINCH_END y SDL_EVENT_AUDIO_DEVICE_ADDED, que se activan ante cambios en los l\u00edmites, aparici\u00f3n\/ocultamiento del teclado en pantalla, gestos en pantalla y adici\u00f3n de dispositivos de audio.\n<li class=\"l\"> Se han a\u00f1adido las funciones SDL_PutAudioStreamDataNoCopy() y SDL_PutAudioStreamPlanarData() para un manejo m\u00e1s eficiente de flujos de audio.\n<li class=\"l\"> Se ha a\u00f1adido soporte para controladores de juegos Nintendo Switch 2 conectados por USB. Se ha ampliado el soporte para controladores 8BitDo, FlyDigi y Hand Held Legend SInput.\n<li class=\"l\"> Para mejorar el funcionamiento de aplicaciones WebAssembly compiladas con el compilador Emscripten, se ha a\u00f1adido la funci\u00f3n SDL_SetWindowFillDocument() y se han implementado los par\u00e1metros SDL_WINDOW_FILL_DOCUMENT, SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING y SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING.\n<li class=\"l\"> En la plataforma Linux se ha implementado soporte para operaciones at\u00f3micas al usar KMSDRM, activadas mediante la propiedad SDL_HINT_KMSDRM_ATOMIC. Se ha a\u00f1adido el par\u00e1metro SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER para solicitar el dispositivo de salida wl_output asociado con la pantalla en entornos basados en Wayland.      <\/ul>\n<p>Fuente: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64537\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\u043d \u0440\u0435\u043b\u0438\u0437 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 SDL 3.4.0 (Simple DirectMedia Layer). \u0411\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0430 \u043d\u0430\u0446\u0435\u043b\u0435\u043d\u0430 \u043d\u0430 \u0443\u043f\u0440\u043e\u0449\u0435\u043d\u0438\u0435 \u043d\u0430\u043f\u0438\u0441\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0438 \u043c\u0443\u043b\u044c\u0442\u0438\u043c\u0435\u0434\u0438\u0439\u043d\u044b\u0445 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439, \u0438 \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u0442\u0430\u043a\u0438\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438, \u043a\u0430\u043a \u0430\u043f\u043f\u0430\u0440\u0430\u0442\u043d\u043e-\u0443\u0441\u043a\u043e\u0440\u0435\u043d\u043d\u044b\u0439 \u0432\u044b\u0432\u043e\u0434 2D- \u0438 3D-\u0433\u0440\u0430\u0444\u0438\u043a\u0438, \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0430 \u0432\u0432\u043e\u0434\u0430, \u0432\u043e\u0441\u043f\u0440\u043e\u0438\u0437\u0432\u0435\u0434\u0435\u043d\u0438\u0435 \u0437\u0432\u0443\u043a\u0430 \u0438 \u0432\u044b\u0432\u043e\u0434 3D \u0447\u0435\u0440\u0435\u0437 OpenGL, OpenGL ES, Metal, Direct3D \u0438\u043b\u0438 Vulkan. \u041a\u043e\u0434 \u043d\u0430\u043f\u0438\u0441\u0430\u043d \u043d\u0430 \u044f\u0437\u044b\u043a\u0435 \u0421\u0438 \u0438 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 Zlib. \u041f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0442\u0441\u044f \u043e\u0431\u0432\u044f\u0437\u043a\u0438 \u0434\u043b\u044f [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-153256","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\u043d \u0440\u0435\u043b\u0438\u0437 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 SDL 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