Hi
I’ve asked this before BUT I figured I should ask again. I compile glSDL
test programs and they work fine. I compile my own program and it crashes
upon the first attempt at blitting using glSDL. I’ve explored every
option I know how, including the option of moving some of the code around,
changing blitting functions that I use, etc. Granted, it’s a pretty
complex game now, but I am sure that the solution is probably something
someone knows, but hasn’t yet said anywhere that I can find (at least
using google).
So the game is Final Frontier Trader. It can be found at
http://fftrader.sf.net/ . Please download snapshots or CVS as they are the
most up to date. Any attempts to simply drop glSDL code into the project
and use the SDL_GLSDL flag in conjunction with any number of other flags
and bit depths, including using ONLY the SDL_GLSDL flag, causes a crash in
windows (using VC6) upon the first blit attempt. I haven’t tried other
platforms or compilers, but I seriously doubt the problem is that. I link
both glu32.lib and opengl.lib when I try, and I try numerous ways of
changing how the surfaces are manipulated, or how they are blitted. Nothing
seems to help. I would appreciate it if someone would please take the time
to look over my code and find a solution that may just be sitting there
staring me in the face. I am using glSDL 0.6 and glSDL-20040602 in my test
runs. Again, as I said, compiling and running the test programs works fine
using VC6 (though I do my VC6 projects by including the SDL.lib and such in
the linker tabs rather than explicit inclusion in the project, but trust me,
that’s not the problem either).
If you CAN’T find a solution, but know of a way around it, such as an
unofficial way of blitting alpha faster (my whole reason for wanting glSDL),
using SDL, then please let me know.
Thanks for your time reading this.
-TomT64