Clipping not working

HI !
I am programing a game which runs with a resolution of 1024x768 (VESA
FRAMEBUFFER & X11) and got two problems.
First:
Clipping doesn’t work. If the surface moves out of the screen it sudently
disapears. I don’t know why but could this be a SDL Bug ?

Second:
I want to use SDL_Flip(screen) but when i set the Videomode with
SDL_HWSURFACE and SDL_DOUBLEBUF and later check the DOUBLEBUF - flag, it is disabled.
I tried the program on some different graphic-cards (ASUS V3800 RIVA TNT 2,
ATI MACH64, and some old) and i think this cards should support
PageFlipping.

Is pageflipping only memory dependent or are there any other conditions ?
How do i calculate how much memory i will need ?

A lot of questions ?
Hope there is no silly one.

a big Thanks !–
Sent through GMX FreeMail - http://www.gmx.net

gamsta at gmx.net wrote:

Second:
I want to use SDL_Flip(screen) but when i set the Videomode with
SDL_HWSURFACE and SDL_DOUBLEBUF and later check the DOUBLEBUF - flag, it is disabled.
I tried the program on some different graphic-cards (ASUS V3800 RIVA TNT 2,
ATI MACH64, and some old) and i think this cards should support
PageFlipping.

Is pageflipping only memory dependent or are there any other conditions ?
How do i calculate how much memory i will need ?

I quote :

"Maybe this needs to be placed on the front page of the SDL website, as
many times as it’s been asked in the last month on this list. :slight_smile:

SDL does not currently support hardware under X11. That will be available
when Sam gets the time to code support for DGA 2.0 (XFree86 4.0)"

That I don’t understant is why Sam remove DGA 1.0. meanwhile.–
____
_
/ ___
/ _
/ _
/ _
/
//
/
/
/
/
/

       LIOULT Florent
     Universit? de Caen
 @LIOULT_Florent
 www.multimania.com/flioult

HI !
I am programing a game which runs with a resolution of 1024x768 (VESA
FRAMEBUFFER & X11) and got two problems.
First:
Clipping doesn’t work. If the surface moves out of the screen it sudently
disapears. I don’t know why but could this be a SDL Bug ?
SDL_BlitSurface(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dest,
SDL_Rect *destrct);
Don’t assume that the valuse in srcrect and destrect will be the same
before and after the blit call.

Long live the confused,
Akawaka.On Tue, 28 Mar 2000 gamsta at gmx.net wrote:

Bother, said Pooh, as the vice squad took his GIFS.

That I don’t understant is why Sam remove DGA 1.0. meanwhile.

It was completely incompatible with the new non-root fullscreen code.

-Sam Lantinga				(slouken at devolution.com)

Lead Programmer, Loki Entertainment Software–
“Any sufficiently advanced bug is indistinguishable from a feature”
– Rich Kulawiec