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It's been a while since I've used SDL, but I think its hardware acceleration implementation is platform-dependent, and that Windows-based SDL applications will take the hardware acceleration flag more as a "suggestion" than a rule. I think HW acceleration will work anyway, but as the guy you're talking about said, it's probably way out of date and generic. I'd be surprised if you would see any improvement on modern *PC* hardware (things might be different on certain embedded systems).
If you're working on 2D games, though, I don't see why you would have to have HW acceleration for modern systems -- they are plenty capable of handling advanced 2D animation (though performing complex filters on-the-fly might cause a problem). So, if you're worried, just use software rendering for 2D applications.
(It is notable that the new OpenGL 3.1 spec completely removes legacy fixed-function-pipeline routines. Although I doubt most graphics chips will adhere that closely to the spec anytime soon, it is something to keep in mind. Nothing in the software world is future-proof, it seems.)
_________________ What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."
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