???,
We’ve fixed this bug, see new version of glSDL 0.71 here:
http://www.activekitten.com/pbc_download/glsdl071.zip
then we added sprite rotation/uv scaling/alpha changing.
it’s possible now to make some cool portable gfx with help of glSDL.> Hmm, that makes sense. With that change, it no longer crashes when I
do a blit, but it still doesn’t do the blit properly; it seems to only
copy a black square. I get the same result when I specify rectangles,
too. Here’s a small sample file I put together:
http://speed.sakabatou.net/test.cppIt creates a 800x600 SDL_Surface named screen, then loads a 800x600
image named “shodan.png” and blits it to screen (feel free to use your
own 800x600 image); it blits a 60x60 square from near the middle of
screen to another surface, then blits that surface back to the
upper-left corner of screen. It works properly without SDL_GLSDL set,
but with it set, I just get a black square in the corner.Rather weird that it doesn’t crash on OS X, actually. Are you sure
you’re actually compiling and/or using the glSDL layer?Yes, I’m pretty sure; the frame rate jumps very noticeably from 40 fps
to about 460 fps.I also get messages from glSDL to stdout and
stderr. It seems like stdout just prints out the size of the main
surface, but stderr prints out a “Leaked TexInfo” message every time I
load an image, followed by the image’s resolution.Please try this snapshot and see if that works better - or rather, if
it works at all:Well, it compiles, but doesn’t quite work; it runs fine under OS X, but
the blitting behaves like I said above. Also, under WinXP it crashes
on startup. VS.NET’s debugger offers the following call stack trace:experiment.exe!UnloadTexture(glSDL_TexInfo * txi=0x003e5e98) Line 2077
- 0x21 C
experiment.exe!FreeTexInfo(unsigned int handle=1) Line 338 + 0x12
C
–
Best regards,
Dmitry Yakimov, ISDEF member
http://ActiveKitten.com