“Michael Zayats” <@Michael_Zayats> wrote:
FrameSurface = SDL_CreateRGBSurfaceFrom((void *)pFrameBuffer, nWidth,
nHeight, nBpp, 2048, 0xff0000, 0x00ff00, 0x0000ff, 0);make sure those masks correspond to the screen format as well
Actual framebuffer runs at 16bpp (don’t know exact masks, but inside
pFrameBuffer there is 24bpp RGB without alpha, nBpp = 24what should I put in this case?
actually I succeeded getting something working (most noise lines with some
resemblance of real video) by changing DisplaySurface allocation, but you
are right - there is some problem with buffer structures…SDL_SetAlpha(FrameSurface, 0, 128);
pass SDL_SRCALPHA in the flags parameter, not zero. it’s documented
will try it, 10x
----- Original Message -----
From: @Michael_Zayats (Michael Zayats)
To: Mattias Engdeg?rd
Sent: Thursday, October 04, 2001 7:59 PM
Subject: Re: [SDL] easier blit question
----- Original Message -----
From: Mattias Engdeg?rd
To:
Cc: Michael Zayats <@Michael_Zayats>
Sent: Thursday, October 04, 2001 6:37 PM
Subject: Re: [SDL] easier blit question