Yes, but can you mix both in an application? If I have my app that uses
the new way of rendering in SDL 1.3, can I also use the 1.2 legacy functions
to draw on top? I didn’t think that would work since you render to a
SDL_Surface with the legacy code and you render to a SDL_Window using
SDL_Render_Copy with SDL 1.3.
If an app wants to take full advantage of SDL 1.3, it should use SDL 1.3
rendering functions, correct?
KenFrom: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:12 AM
To: SDL Development List
Subject: Re: [SDL] About SMPEG library
This was with the 1.2 legacy support. There’s nothing preventing it from
being rewritten with textures directly, but there’s no great advantage
either. All the legacy support is in SDL_compat.c, and you’ll see there
isn’t that much to the YUV overlay support.
See ya!
On Wed, Jan 12, 2011 at 11:05 PM, Ken Rogoway wrote:
Sam,
This is great news. Was this using SDL_Texture and the SDL_Renderer? Or
the 1.2 legacy support?
Ken
From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:00 AM
To: SDL Development List
Subject: Re: [SDL] About SMPEG library
I just built SMPEG against SDL 1.3 and successfully played a video…
svn co svn://svn.icculus.org/smpeg/trunk smpeg
cd smpeg
sh autogen.sh
./configure --disable-video-callback-thread
make
./plaympeg foo.mpg
I did have a problem with the video in a separate thread though, since the
renderer was OpenGL and I didn’t make the context current for that thread.
See ya!
On Wed, Jan 12, 2011 at 8:07 PM, Ken Rogoway wrote:
SMPEG does NOT support SDL 1.3 textures. I for one could use a simple API
like SMPEG to draw animation movies at various locations on the screen for
the iPhone. The iPhone API (not SDL) only supports full-screen movies.
Has anyone gotten SMPEG to work with SDL 1.3?
Ken
----- Original Message -----
From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Mason Wheeler
Sent: Wednesday, January 12, 2011 9:56 PM
To: SDL Development List
Subject: Re: [SDL] About SMPEG library
----- Original Message ----
From: Rainer Deyke
Subject: Re: [SDL] About SMPEG library
On 1/12/2011 05:31, Kenneth Bull wrote:
You still need to get the data onto the screen, which means blitting
from your surface to the screen. You cannot use
SDL_CreateRGBSurfaceFrom to turn a buffer in memory into a hardware
surface.
Hardware surfaces no longer exist in SDL 1.3.
Yeah they do, they’re just called “textures” now. 
…which makes me think. Is there any way to accomplish this, or at least
to
simplify it, using SDL_UpdateTexture?
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-Sam Lantinga, Founder and President, Galaxy Gameworks LLC
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-Sam Lantinga, Founder and President, Galaxy Gameworks LLC