I tried to update my old SDL13 from first 1Q11 to the current one. So I replaced it in my game-engine.
Results current repository on different platforms:
Android worx
Linux worx
Mac worx
iPhone black screen (App runs though, sound, etc is working)
Last time I had this it was because of missing SDL_GL_SwapBuffers(). Xcode has a “grep frame” function which greps the current opengl
frame and displays all details. This works. Everything is displayed and no glerror is shown. When frame is catched and program stops
iphone shows the screen suddenly.
But in normal operations the iphone screen stays black. Really strange. Any problems with current iphone implementation?
I’m using the current SDL 1.3 on iPhone with Maelstrom with no problems…
?On Sun, Dec 4, 2011 at 8:18 AM, akr <a.kindlbacher at gmx.de> wrote:
**
Hi,
I tried to update my old SDL13 from first 1Q11 to the current one. So I
replaced it in my game-engine.
Results current repository on different platforms:
Android worx
Linux worx
Mac worx
iPhone black screen (App runs though, sound, etc is working)
Last time I had this it was because of missing SDL_GL_SwapBuffers(). Xcode
has a “grep frame” function which greps the current opengl
frame and displays all details. This works. Everything is displayed and no
glerror is shown. When frame is catched and program stops
iphone shows the screen suddenly.
But in normal operations the iphone screen stays black. Really strange.
Any problems with current iphone implementation?
Interesting. So if you put a breakpoint just before the call to
SDL_GL_SwapBuffers and interrogated the current OpenGL frame, it would
appear to be rendered perfectly?On Sun, Dec 4, 2011 at 9:18 PM, akr <a.kindlbacher at gmx.de> wrote:
Last time I had this it was because of missing SDL_GL_SwapBuffers(). Xcode
has a “grep frame” function which greps the current opengl
frame and displays all details. This works. Everything is displayed and no
glerror is shown. When frame is catched and program stops
iphone shows the screen suddenly.
Scott Percival wrote:> On Sun, Dec 4, 2011 at 9:18 PM, akr <@akr> wrote:
Last time I had this it was because of missing SDL_GL_SwapBuffers(). Xcode
has a “grep frame” function which greps the current opengl
frame and displays all details. This works. Everything is displayed and no
glerror is shown. When frame is catched and program stops
iphone shows the screen suddenly.
Interesting. So if you put a breakpoint just before the call to
SDL_GL_SwapBuffers and interrogated the current OpenGL frame, it would
appear to be rendered perfectly?