About SMPEG library

You can mix the YUV functions and 1.3 drawing, since the YUV code just uses
1.3 textures and drawing behind the scenes. It’s SDL_SetVideoMode() that
you want to avoid, since that creates a full screen texture for legacy
surface support.On Wed, Jan 12, 2011 at 11:21 PM, Ken Rogoway wrote:

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?

Ken

From: sdl-bounces at 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 at 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 at 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. :wink:

…which makes me think. Is there any way to accomplish this, or at least
to
simplify it, using SDL_UpdateTexture?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

So assuming you haven’t called SDL_SetVideoMode() and assuming the majority
of your code is using SDL_Texture, SDL_Window, etc. for rendering, what do
you use when you are setting up your video for playback and call
SMPEG_setdisplay()?

With SDL 1.3 I don’t have SDL_Surface to pass into SMPEG_setdisplay().From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:25 AM
To: SDL Development List
Subject: Re: [SDL] About SMPEG library

You can mix the YUV functions and 1.3 drawing, since the YUV code just uses
1.3 textures and drawing behind the scenes. It’s SDL_SetVideoMode() that
you want to avoid, since that creates a full screen texture for legacy
surface support.

On Wed, Jan 12, 2011 at 11:21 PM, Ken Rogoway wrote:

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?

Ken

From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:12 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. :wink:

…which makes me think. Is there any way to accomplish this, or at least
to
simplify it, using SDL_UpdateTexture?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

BTW, I realize I can create an SDL_Surface for the video, then after each
frame create a SDL_Texture from that surface. However, I am guessing that
the performance hit would be fairly significant, so it would be nice to just
the video to a SDL_Texture.

KenFrom: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Ken Rogoway
Sent: Thursday, January 13, 2011 1:36 AM
To: 'SDL Development List’
Subject: Re: [SDL] About SMPEG library

So assuming you haven’t called SDL_SetVideoMode() and assuming the majority
of your code is using SDL_Texture, SDL_Window, etc. for rendering, what do
you use when you are setting up your video for playback and call
SMPEG_setdisplay()?

With SDL 1.3 I don’t have SDL_Surface to pass into SMPEG_setdisplay().

From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:25 AM
To: SDL Development List
Subject: Re: [SDL] About SMPEG library

You can mix the YUV functions and 1.3 drawing, since the YUV code just uses
1.3 textures and drawing behind the scenes. It’s SDL_SetVideoMode() that
you want to avoid, since that creates a full screen texture for legacy
surface support.

On Wed, Jan 12, 2011 at 11:21 PM, Ken Rogoway wrote:

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?

Ken

From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:12 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. :wink:

…which makes me think. Is there any way to accomplish this, or at least
to
simplify it, using SDL_UpdateTexture?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

You’d have to modify SMPEG to make that work. It could definitely be done,
just someone has to have the time to do it. :)On Wed, Jan 12, 2011 at 11:35 PM, Ken Rogoway wrote:

So assuming you haven?t called SDL_SetVideoMode() and assuming the majority
of your code is using SDL_Texture, SDL_Window, etc. for rendering, what do
you use when you are setting up your video for playback and call
SMPEG_setdisplay()?

With SDL 1.3 I don?t have SDL_Surface to pass into SMPEG_setdisplay().

From: sdl-bounces at lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org]
*On Behalf Of *Sam Lantinga
Sent: Thursday, January 13, 2011 1:25 AM

To: SDL Development List
Subject: Re: [SDL] About SMPEG library

You can mix the YUV functions and 1.3 drawing, since the YUV code just uses
1.3 textures and drawing behind the scenes. It’s SDL_SetVideoMode() that
you want to avoid, since that creates a full screen texture for legacy
surface support.

On Wed, Jan 12, 2011 at 11:21 PM, Ken Rogoway wrote:

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?

Ken

From: sdl-bounces at 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 at 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 at 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. :wink:

…which makes me think. Is there any way to accomplish this, or at least
to
simplify it, using SDL_UpdateTexture?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

Understood. This was why I made the comment that SMPEG doesn’t work with
SDL 1.3 (meaning the NEW pipeline, not the legacy support).

KenFrom: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 7:19 PM
To: SDL Development List
Subject: Re: [SDL] About SMPEG library

You’d have to modify SMPEG to make that work. It could definitely be done,
just someone has to have the time to do it. :slight_smile:

On Wed, Jan 12, 2011 at 11:35 PM, Ken Rogoway wrote:

So assuming you haven’t called SDL_SetVideoMode() and assuming the majority
of your code is using SDL_Texture, SDL_Window, etc. for rendering, what do
you use when you are setting up your video for playback and call
SMPEG_setdisplay()?

With SDL 1.3 I don’t have SDL_Surface to pass into SMPEG_setdisplay().

From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:25 AM

To: SDL Development List
Subject: Re: [SDL] About SMPEG library

You can mix the YUV functions and 1.3 drawing, since the YUV code just uses
1.3 textures and drawing behind the scenes. It’s SDL_SetVideoMode() that
you want to avoid, since that creates a full screen texture for legacy
surface support.

On Wed, Jan 12, 2011 at 11:21 PM, Ken Rogoway wrote:

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?

Ken

From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: Thursday, January 13, 2011 1:12 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. :wink:

…which makes me think. Is there any way to accomplish this, or at least
to
simplify it, using SDL_UpdateTexture?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

A example I am searching:

I have a screen with a resolution of 800x600. I have a movie with resolution
320x240. I want create a SDL_Surface *my_video, put it in the center of
screen, and then play de movie. The movie appears only in my_video
(320x240), not in the screen (800x600)

This is very easy to do, just create a surface that is 320x240, pass that in
to the SMPEG_setdisplay() function. Then after each frame is rendered to
that surface you can blit that surface to your screen surface. This works
under SDL 1.2.x and under SDL 1.3 using Legacy mode. You cannot do this in
SDL 1.3 using the new rendering pipeline.

KenFrom: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Altair Linux
Sent: Saturday, January 15, 2011 3:20 AM
To: SDL Development List
Subject: Re: [SDL] About SMPEG library

A example I am searching:

I have a screen with a resolution of 800x600. I have a movie with resolution
320x240. I want create a SDL_Surface *my_video, put it in the center of
screen, and then play de movie. The movie appears only in my_video
(320x240), not in the screen (800x600)