Yes sounds bloaty and redundant to have both. What does SDL have that is missing in GL?
Copied from my SDL-2020 posts:
What does SDL have that GL doesn’t? Working fonts, correct keyhit codes, working _DEVICES support, the ability to PRINT to TCP/IP, 256 color image support, more image formats and better sound. (Current is: WAV, OGG or MP3 file types. SDL supports those plus AIFF, RIFF, VOC, MOD and MIDI.)
What does GL have that SDL doesn’t? Several years of development, adding multiple new commands and functions. 32 and 64-bit versions. Open GL support (though I’ve never actually seen it used for anything more than a few minor demos). Hardware images and an enhanced IDE with more customization capabilities. Stand-alone EXE support, and a majority user base which can help with any questions or problems which might arise while using it.
My biggest issue with GL is that we don’t have a single reliable input routine. *ALL* methods of input are screwed up in some manner, or another, in the GL version. Key codes are missing, mapped incorrectly, or just plain wrong — especially when getting to combination key codes like CTRL-TAB, or ALT-ENTER.
The only way I’ve found around these serious flaws is just to write my own independent keyboard routines using DECLARE LIBRARY and the windows API functions, and they won’t work for Linux/Mac users...
Galleon left us trying to patch up a badly flawed version of QB64-GL, and the only reason most folks never notice is because they never try to see what actually works and doesn’t work. With all its glaring flaws, QB64-GL is a hobbyist’s language, at best. QB64-SDL, even with it’s lack of Open-GL support, still happens to be a more reliable version for the things which it does do.