We are using SDL2_image-2.0.0 and having a problem Mac OS X 10.9.1 where
we don’t get the same color out that is in the PNG…
PNG (dark pink, used for special effects via a colour keying system):
SDL_Surface *load_surface = IMG_Load(file_name);
Color in pixel data of surface after load: #360037
This definitely doesn’t happen on the Linux build.
A hot pink (used to force transparency sometimes) in PNG: #ee00fc comes
out in the surface the same: #ee00fc … for some reason untouched…
There was a discussion about something that sounds very much like what
I’m seeing called ‘Pixel bug in Mac OS X’ on the 21st September 2011.
The general conclusion was that that the PNG was being handed over the
MacOSX which was breaking stuff.
Was this ever fixed?
Could this apply to SDL2_image?
Is this likely to be a libPNG or an SDL2_image problem?
Should I move to something else (e.g. lodepng) and drop SDL2_image entirely?
RobOn 17/02/2014 20:07, sdl-request at lists.libsdl.org wrote:
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1. Converting from basic OpenGL to SDL2 Render API (Stephen Anthony) 2. SDL_AddEventWatch ordering (Stefanos A.)
Date: Mon, 17 Feb 2014 13:58:54 -0330
From: Stephen Anthony
To: sdl at lists.libsdl.org
Subject: [SDL] Converting from basic OpenGL to SDL2 Render API
Message-ID:<201402171358.54411.sa666666 at gmail.com>
Content-Type: Text/Plain; charset=“utf-8”
OK, first a little history, and sorry for the long(ish) message. I’m
attempting to convert Stella (Atari 2600 emulator) from basic OpenGL to
SDL2 Render API. The only reason I ever added OpenGL support was to work
around deficiencies in software rendering in SDL1.2. Now that SDL2 support
hardware acceleration everywhere, it makes sense to port to it, rather
than continue with OpenGL only.
So, my use case:
I have a class representing a surface (named FBSurface). These surfaces
are basically an array of pixels/SDL_Surface structure that is uploaded to
OpenGL with TexSubImage2D. Scaling is also done where needed. Sometimes
there is scaling/blending/filtering, sometimes not. All surface are drawn
with painters algorithm. The main point being, I want to apply
scaling/blending/filtering per-surface; some will be scaled, some others
won’t, etc. I figure I can use SDL_RenderCopy with appropriate src and
dest rects to get the sizes/positions I want.
Is it better to use STREAMING or STATIC textures for the FBSurface
(note that currently these change fairly often, where I directly access
How do I enable/disable blending/filtering per surface, and not for the
Thanks in advance for any info,
Date: Mon, 17 Feb 2014 18:38:22 +0100
From: "Stefanos A."
To: SDL Development List
Subject: [SDL] SDL_AddEventWatch ordering
<CAJysdvp-iyAY9Moe9dLsdzmcx3tZraspeOyR25B0gc+O=Xi6=w at mail.gmail.com>
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Does SDL_AddEventWatch offer any kind of ordering guarantee? For instance,
if I call SDL_AddEventWatch two times in a row, will the event watches be
called in order, reverse order or in random?
The same question applies to SDL_SetEventFilter.
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