Pixel bug in Mac OS X

Hey all.

I’m working on a game on Mac OS X (Snow Leopard, SDL 1.2.14). I’m using PNG
images (created in Gimp) to store the levels and then build the level based
on each pixel’s color – the problem is the colors I’m getting are slightly
inaccurate, which is breaking my program.

I’m using the getpixel() method from the SDL
websitehttp://www.libsdl.org/cgi/docwiki.cgi/Pixel_Access.
Each color in the image is off by just a few integers. For example (126,
126, 180) is being read as (127, 127, 178). Also, for the record, I took a
screenshot of my program and compared it to the colors to my sprites in
Gimp, and the screenshot was slightly off as well.

I think I have an idea of what’s going on though. When I change the level
image to a .BMP, the pixels are read 100% accurately, so I’m assuming it’s
just a bug in SDL_image. I did a little digging, and I found this:

http://playcontrol.net/ewing/jibberjabber/big_behind-the-scenes_chang.html#SDL_image

“We are changing the backend of SDL_image to use Apple’s ImageIO API”

I had this exact same problem when using ImageIO a few months ago. I can’t
remember exactly how I was doing it before, but when I load images like
below the pixels are read correctly:

  • (CGImageRef)loadImageFromFile:(NSString *)pathToResource {

NSString *resourcePath = [[NSBundle mainBundle] resourcePath];

[[NSFileManager defaultManager] changeCurrentDirectoryPath:resourcePath];

NSURL* url = [NSURL fileURLWithPath:pathToResource];

CGImageRef imageRef = NULL;

CGImageSourceRef sourceRef;

sourceRef = CGImageSourceCreateWithURL((CFURLRef)url, NULL);

if(sourceRef) {

imageRef = CGImageSourceCreateImageAtIndex(sourceRef, 0, NULL);

CFRelease(sourceRef);

} else {

NSLog(@“Failed to load image\n”);

}

return imageRef;

}

// Example getting the pixel data (it’s read-only though – figures this is
how Apple recommends it)

CGImageRef imageRef = [loadImageFromFile:@“example.png”];

CFDataRef imageDataRef = CGDataProviderCopyData(CGImageGetDataProvider
(imageRef));

const UInt8 *pixelData = CFDataGetBytePtr(imageDataRef);

Any chance someone could fix this? BMPs are so huge. :slight_smile:

Cheers,

  • pixelman

This is a persistent problem with OSX, I have the same issue with any
program that uses Apple’s Image IO, such as Pixen or Seashore. Just on a
whim, you might want to take a look at the Color Space (NSColorSpace,
CGColorSpace?) settings, or the Color Calibration settings. Alternatively,
download a different image loading library like LodePNG, a single source
file library for PNG access, it works great for me.

Good luck.On Wed, Sep 21, 2011 at 9:53 AM, pixelman wrote:

Hey all.

I’m working on a game on Mac OS X (Snow Leopard, SDL 1.2.14). I’m using PNG
images (created in Gimp) to store the levels and then build the level based
on each pixel’s color – the problem is the colors I’m getting are slightly
inaccurate, which is breaking my program.

I’m using the getpixel() method from the SDL websitehttp://www.libsdl.org/cgi/docwiki.cgi/Pixel_Access.
Each color in the image is off by just a few integers. For example (126,
126, 180) is being read as (127, 127, 178). Also, for the record, I took a
screenshot of my program and compared it to the colors to my sprites in
Gimp, and the screenshot was slightly off as well.

I think I have an idea of what’s going on though. When I change the level
image to a .BMP, the pixels are read 100% accurately, so I’m assuming it’s
just a bug in SDL_image. I did a little digging, and I found this:

http://playcontrol.net/ewing/jibberjabber/big_behind-the-scenes_chang.html#SDL_image

“We are changing the backend of SDL_image to use Apple’s ImageIO API”

I had this exact same problem when using ImageIO a few months ago. I
can’t remember exactly how I was doing it before, but when I load images
like below the pixels are read correctly:

  • (CGImageRef)loadImageFromFile:(NSString *)pathToResource {

NSString *resourcePath = [[NSBundle mainBundle] resourcePath];

[[NSFileManager defaultManager] changeCurrentDirectoryPath:resourcePath];

NSURL* url = [NSURL fileURLWithPath:pathToResource];

CGImageRef imageRef = NULL;

CGImageSourceRef sourceRef;

sourceRef = CGImageSourceCreateWithURL((CFURLRef)url, NULL);

if(sourceRef) {

imageRef = CGImageSourceCreateImageAtIndex(sourceRef, 0, NULL);

CFRelease(sourceRef);

} else {

NSLog(@“Failed to load image\n”);

}

return imageRef;

}

// Example getting the pixel data (it’s read-only though – figures this
is how Apple recommends it)

CGImageRef imageRef = [loadImageFromFile:@“example.png”];

CFDataRef imageDataRef = CGDataProviderCopyData(CGImageGetDataProvider
(imageRef));

const UInt8 *pixelData = CFDataGetBytePtr(imageDataRef);

Any chance someone could fix this? BMPs are so huge. :slight_smile:

Cheers,

  • pixelman

SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

“We are changing the backend of SDL_image to use Apple’s ImageIO API”

We should just disable this, because it constantly causes three problems:

  • Slightly different colors when you need pixel-perfect decoding.
  • No 8-bit support (which is bad when you use an 8-bit grayscale .png
    as, say, a heightmap, and actually wanted an 8-bit surface from SDL_image).
  • The first two problems are completely non-obvious to track down when
    you realize you have a problem, and a pain to resolve, because now you
    have to build your own SDL_image at a minimum.

The benefits to using ImageIO are a smaller compiled library, no need
for us to manage the external dependencies, and no need to worry about
updating the dependencies for security issues. I’m not sure this is the
worst thing, though.

Eric Wing, if you’re around: can the color thing be resolved? Maybe with
an NSColorSpace or something?

For the other issue, I imagine that, for correctness, we can convert the
final SDL_Surface to 8-bit if the original PNG is 8-bit too. Maybe?

–ryan.

@Jeremy: Haha trying to write a pixel art editor on the Mac is a nightmare.
o_O

I’m reading the SDL_image source right now, and I see in
Create_SDL_Surface_From_CGImage they’re creating a CGBitmapContext with the
surface->pixels and drawing the loaded image to the context. I’m 99% sure
this is what I was doing before and getting headaches over.

Check this out:
http://developer.apple.com/library/mac/#qa/qa1509/_index.html

Warning: The pixel data returned by CGDataProviderCopyData has not been

color matched and is in the format that the image is in, as described by the
various CGImageGet functions (see for Getting Information About an Imagehttp://developer.apple.com/library/mac/documentation/GraphicsImaging/Reference/CGImage/Reference/reference.html#//apple_ref/doc/uid/TP30000956-CH1g-443784 more
information). If you want the image in a different format, or color matched
to a specific color space, then you should draw the image to a bitmap
context as described later in this Q&A, with the caveat that alpha
information from the image will be multiplied into the color components.

So basically, it is possible to get the unaltered pixel data directly from
the image with ImageIO. I think the alpha-premultiplication is what’s
screwing everything up – would it be possible to copy the raw pixel data
into the SDL_Surface?

  • pixelmanOn Wed, Sep 21, 2011 at 1:04 AM, Ryan C. Gordon wrote:

“We are changing the backend of SDL_image to use Apple’s ImageIO API”

We should just disable this, because it constantly causes three problems:

  • Slightly different colors when you need pixel-perfect decoding.
  • No 8-bit support (which is bad when you use an 8-bit grayscale .png as,
    say, a heightmap, and actually wanted an 8-bit surface from SDL_image).
  • The first two problems are completely non-obvious to track down when you
    realize you have a problem, and a pain to resolve, because now you have to
    build your own SDL_image at a minimum.

The benefits to using ImageIO are a smaller compiled library, no need for
us to manage the external dependencies, and no need to worry about updating
the dependencies for security issues. I’m not sure this is the worst
thing, though.

Eric Wing, if you’re around: can the color thing be resolved? Maybe with an
NSColorSpace or something?

For the other issue, I imagine that, for correctness, we can convert the
final SDL_Surface to 8-bit if the original PNG is 8-bit too. Maybe?

–ryan.

_____________**
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/**listinfo.cgi/sdl-libsdl.orghttp://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

I’ve implemented a RenderCopyRotate function for SDL 1.3, backends Direct3D,
OpenGL, OpenGL ES 1.1 and 2.0. The function works like the regular RenderCopy
but it also takes an angle in degrees and a center of rotation.
Patch is here for those interested:
http://bugzilla.libsdl.org/show_bug.cgi?id=1308

Also, you can just clone the RenderCopyEx branch of my experimental repo:

Gabriel.
http://mdqinc.com

Very nice!? Let’s hope this makes it into the main branch…________________________________
From: gabomdq@gmail.com (Gabriel Jacobo)
Subject: [SDL] RenderCopyRotate

I’ve implemented a RenderCopyRotate function for SDL 1.3, backends Direct3D,
OpenGL, OpenGL ES 1.1 and 2.0. The function works like the regular RenderCopy
but it also takes an angle in degrees and a center of rotation.
Patch is here for those interested:
http://bugzilla.libsdl.org/show_bug.cgi?id=1308

Also, you can just clone the RenderCopyEx branch of my experimental repo:

Gabriel.
http://mdqinc.com


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Hi,

I think SDL 1.3 SHOULD have functions to:

  • Scale
  • Rotate
    a texture.

Just my 2 cents…

JeZ+Lee
16BitSoft
Video Game Design Studio
www.16BitSoft.comOn 9/21/2011 1:36 PM, Mason Wheeler wrote:

Very nice! Let’s hope this makes it into the main branch…


From: Gabriel Jacobo
**Subject: [SDL] RenderCopyRotate

I’ve implemented a RenderCopyRotate function for SDL 1.3, backends
Direct3D,
OpenGL, OpenGL ES 1.1 and 2.0. The function works like the regular
RenderCopy
but it also takes an angle in degrees and a center of rotation.
Patch is here for those interested:
http://bugzilla.libsdl.org/show_bug.cgi?id=1308

Also, you can just clone the RenderCopyEx branch of my experimental repo:
https://bitbucket.org/gabomdq/sdl-1.3-experimental

Gabriel.
http://mdqinc.com


SDL mailing list
SDL at lists.libsdl.org <mailto:SDL at lists.libsdl.org>
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

This will scale and rotate.? We also need flipping (mirroring), which is not the same as rotating.? I submitted a patch for that a while back.________________________________
From: slnthero@aol.com (Jesse Palser)
Subject: Re: [SDL] RenderCopyRotate

Hi,

I think SDL 1.3 SHOULD have functions to:

  • Scale
  • Rotate
    a texture.

Just my 2 cents…

JeZ+Lee
16BitSoft
Video Game Design Studio
www.16BitSoft.com

On 9/21/2011 1:36 PM, Mason Wheeler wrote:
Very nice!? Let’s hope this makes it into the main branch…


From: Gabriel Jacobo
Subject: [SDL] RenderCopyRotate

I’ve implemented a RenderCopyRotate function for SDL 1.3,
backends Direct3D,
OpenGL, OpenGL ES 1.1 and 2.0. The function works like the
regular RenderCopy
but it also takes an angle in degrees and a center of
rotation.
Patch is here for those interested:
http://bugzilla.libsdl.org/show_bug.cgi?id=1308

Also, you can just clone the RenderCopyEx branch of my
experimental repo:
https://bitbucket.org/gabomdq/sdl-1.3-experimental

Gabriel.
http://mdqinc.com


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list SDL at lists.libsdl.org http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

On Mi? 21 Sep 2011 15:04:17 Jesse Palser escribi?:

Hi,

I think SDL 1.3 SHOULD have functions to:

  • Scale
  • Rotate
    a texture.

Scaling works out of the box at least with the accelerated backends (Direct3D,
OpenGL, etc). Just pass a src and dst rectangle of different sizes and the
scaling is handled automatically.
I do agree rotating is such a basic function that SDL should at least support
it out of the box, but I’ve seen some negative feedback on the issue in the
list archives, so I’m not too hopeful (even though the patch I uploaded mostly
leaves RenderCopy alone, so it shouldn’t interfere much with people that don’t
want to use rotation).

Gabriel.

On Mi? 21 Sep 2011 15:08:57 Mason Wheeler escribi?:

This will scale and rotate. We also need flipping (mirroring), which is
not the same as rotating. I submitted a patch for that a while back.

I’m thinking of turning RenderCopyRotate into a proper RenderCopyEx function:

SDL_RenderCopyEx(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect,
const double angle,
const SDL_Point *center,
const SDL_ColorMod *colorMod,
const SDL_FlipEnum flip);

Mason, what do you think of a function like that? It should hold most of the
changes requested back when this issue was discussed in the list (end of July
the lastest I know of). Without wanting to go back to the same old arguments,
I’ll do this for my own benefit and I’ll try to keep it up to date as SDL 1.3
evolves, but if somehow it gets into the main branch at some point even better
yet.

Gabriel.

Looks interesting, but what exactly is a SDL_ColorMod* ?________________________________
From: gabomdq@gmail.com (Gabriel Jacobo)
Subject: Re: [SDL] RenderCopyRotate

On Mi? 21 Sep 2011 15:08:57 Mason Wheeler escribi?:

This will scale and rotate.? We also need flipping (mirroring), which is
not the same as rotating.? I submitted a patch for that a while back.

I’m thinking of turning RenderCopyRotate into a proper RenderCopyEx function:

SDL_RenderCopyEx(SDL_Renderer * renderer,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? SDL_Texture * texture,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? const SDL_Rect * srcrect,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? const SDL_Rect * dstrect,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? const double angle,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? const SDL_Point *center,
??? ??? ??? ??? ??? ? const SDL_ColorMod *colorMod,
??? ??? ??? ??? ??? ? const SDL_FlipEnum flip);

Mason, what do you think of a function like that? It should hold most of the
changes requested back when this issue was discussed in the list (end of July
the lastest I know of). Without wanting to go back to the same old arguments,
I’ll do this for my own benefit and I’ll try to keep it up to date as SDL 1.3
evolves, but if somehow it gets into the main branch at some point even better
yet.

Gabriel.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

El 21/09/2011 20:43, “Mason Wheeler” escribi?:

Looks interesting, but what exactly is a SDL_ColorMod* ?

A four floats struct to modulate r,g,b,a.

I was about to create a function like that, I totally aprove it.
when it is stable I can help with a software rendered version.

Anyway, I think RenderCopyEx is a better name. :wink:

Having such a feature would be really helpful to me for the game engine I’m working on.

Sorry all. I’m still around, but just been really busy.

I’m going from distant memory here. I thought I recall calling some
memory calibration stuff in the code already. I think I was unsure
which way to go so I think there may have been two lines, one
commented out to go the other way. I thought the current way would not
do color calibration because I thought that would alter the pixel
values.

I recall people were having problems with premulitplied alpha related
issues. Was it Sam that added the code to ‘fix’ that? Is this always
run? Are these cases orthogonal? Maybe this can be skipped when not
needed and thus avoiding any accidental pixel color changes?

I never did figure out grayscale, but I never deeply pursued this.
Maybe some ambitious person would like to ask on the Quartz mailing
list or something or if they have a spare DTS incident to throw
away…

As a workaround for grayscale, I was thinking it could be done the
brute force way. Check the bitdepth for 8-bit and then go through all
the pixels after blitting to 24/32-bit and check for r==g==b. If it
passes the check, create a SDL_Surface that looks like what you might
get from the other IMG_Load backends.

-EricOn 9/21/11, pixelman wrote:

@Jeremy: Haha trying to write a pixel art editor on the Mac is a nightmare.
o_O

I’m reading the SDL_image source right now, and I see in
Create_SDL_Surface_From_CGImage they’re creating a CGBitmapContext with the
surface->pixels and drawing the loaded image to the context. I’m 99% sure
this is what I was doing before and getting headaches over.

Check this out:
http://developer.apple.com/library/mac/#qa/qa1509/_index.html

Warning: The pixel data returned by CGDataProviderCopyData has not been

color matched and is in the format that the image is in, as described by
the
various CGImageGet functions (see for Getting Information About an
Imagehttp://developer.apple.com/library/mac/documentation/GraphicsImaging/Reference/CGImage/Reference/reference.html#//apple_ref/doc/uid/TP30000956-CH1g-443784
more
information). If you want the image in a different format, or color
matched
to a specific color space, then you should draw the image to a bitmap
context as described later in this Q&A, with the caveat that alpha
information from the image will be multiplied into the color components.

So basically, it is possible to get the unaltered pixel data directly from
the image with ImageIO. I think the alpha-premultiplication is what’s
screwing everything up – would it be possible to copy the raw pixel data
into the SDL_Surface?

  • pixelman

On Wed, Sep 21, 2011 at 1:04 AM, Ryan C. Gordon wrote:

“We are changing the backend of SDL_image to use Apple’s ImageIO API”

We should just disable this, because it constantly causes three problems:

  • Slightly different colors when you need pixel-perfect decoding.
  • No 8-bit support (which is bad when you use an 8-bit grayscale .png as,
    say, a heightmap, and actually wanted an 8-bit surface from SDL_image).
  • The first two problems are completely non-obvious to track down when you
    realize you have a problem, and a pain to resolve, because now you have to
    build your own SDL_image at a minimum.

The benefits to using ImageIO are a smaller compiled library, no need for
us to manage the external dependencies, and no need to worry about
updating
the dependencies for security issues. I’m not sure this is the worst
thing, though.

Eric Wing, if you’re around: can the color thing be resolved? Maybe with
an
NSColorSpace or something?

For the other issue, I imagine that, for correctness, we can convert the
final SDL_Surface to 8-bit if the original PNG is 8-bit too. Maybe?

–ryan.

_____________**
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/**listinfo.cgi/sdl-libsdl.orghttp://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/

Hola,

For convenience, here’s the code where the CGImage is copied into the
SDL_Surface->pixels

http://pastebin.com/6NJ19HP0

Like I said before, I think the inaccuracy happens when the CGImage is drawn
into a CGContext, because I’ve had this same issue before. If you read the
raw pixel data of a loaded CGImage (without changing it in any way) then the
pixel data is accurate.

  • pixelmanOn Fri, Sep 30, 2011 at 1:38 PM, Eric Wing wrote:

Sorry all. I’m still around, but just been really busy.

I’m going from distant memory here. I thought I recall calling some
memory calibration stuff in the code already. I think I was unsure
which way to go so I think there may have been two lines, one
commented out to go the other way. I thought the current way would not
do color calibration because I thought that would alter the pixel
values.

I recall people were having problems with premulitplied alpha related
issues. Was it Sam that added the code to ‘fix’ that? Is this always
run? Are these cases orthogonal? Maybe this can be skipped when not
needed and thus avoiding any accidental pixel color changes?

I never did figure out grayscale, but I never deeply pursued this.
Maybe some ambitious person would like to ask on the Quartz mailing
list or something or if they have a spare DTS incident to throw
away…

As a workaround for grayscale, I was thinking it could be done the
brute force way. Check the bitdepth for 8-bit and then go through all
the pixels after blitting to 24/32-bit and check for r==g==b. If it
passes the check, create a SDL_Surface that looks like what you might
get from the other IMG_Load backends.

-Eric

On 9/21/11, pixelman <@pixelman> wrote:

@Jeremy: Haha trying to write a pixel art editor on the Mac is a
nightmare.
o_O

I’m reading the SDL_image source right now, and I see in
Create_SDL_Surface_From_CGImage they’re creating a CGBitmapContext with
the
surface->pixels and drawing the loaded image to the context. I’m 99% sure
this is what I was doing before and getting headaches over.

Check this out:
http://developer.apple.com/library/mac/#qa/qa1509/_index.html

Warning: The pixel data returned by CGDataProviderCopyData has not been

color matched and is in the format that the image is in, as described by
the
various CGImageGet functions (see for Getting Information About an
Image<
http://developer.apple.com/library/mac/documentation/GraphicsImaging/Reference/CGImage/Reference/reference.html#//apple_ref/doc/uid/TP30000956-CH1g-443784

more
information). If you want the image in a different format, or color
matched
to a specific color space, then you should draw the image to a bitmap
context as described later in this Q&A, with the caveat that alpha
information from the image will be multiplied into the color components.

So basically, it is possible to get the unaltered pixel data directly
from
the image with ImageIO. I think the alpha-premultiplication is what’s
screwing everything up – would it be possible to copy the raw pixel data
into the SDL_Surface?

  • pixelman

On Wed, Sep 21, 2011 at 1:04 AM, Ryan C. Gordon wrote:

“We are changing the backend of SDL_image to use Apple’s ImageIO API”

We should just disable this, because it constantly causes three
problems:

  • Slightly different colors when you need pixel-perfect decoding.
  • No 8-bit support (which is bad when you use an 8-bit grayscale .png
    as,

say, a heightmap, and actually wanted an 8-bit surface from SDL_image).

  • The first two problems are completely non-obvious to track down when
    you

realize you have a problem, and a pain to resolve, because now you have
to

build your own SDL_image at a minimum.

The benefits to using ImageIO are a smaller compiled library, no need
for

us to manage the external dependencies, and no need to worry about
updating
the dependencies for security issues. I’m not sure this is the worst
thing, though.

Eric Wing, if you’re around: can the color thing be resolved? Maybe with
an
NSColorSpace or something?

For the other issue, I imagine that, for correctness, we can convert the
final SDL_Surface to 8-bit if the original PNG is 8-bit too. Maybe?

–ryan.

_____________**
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/**listinfo.cgi/sdl-libsdl.org<
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org>


Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

This is a quick experiment to see if CGDataProviderCopyData helps
solve the problem any. My code is not endian clean and I don’t know
what it is going to do about alpha. No greyscale either. I only tested
with two basic images, a png and jpg.

In my specific png case, my CGImageGetBitmapInfo always came out as 0.
I was kind of expecting some info about endianess.

Anyway, can you test the following function by replacing the one in
the implementation to see if it improves the pixel value problem any.
If so, maybe we can can fix/finish this implementation, though I’m not
sure what to do about Tiger (10.4) since this is only 10.5+.

-Eric

// Once we have our image, we need to get it into an SDL_Surface
static SDL_Surface* Create_SDL_Surface_From_CGImage(CGImageRef image_ref)
{
/* This code is adapted from Apple’s Documentation found here:
* http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/index.html
* Listing 9-4??Using a Quartz image as a texture source.
* Unfortunately, this guide doesn’t show what to do about
* non-RGBA image formats so I’m making the rest up.
* All this code should be scrutinized.
*/
size_t w = CGImageGetWidth(image_ref);
size_t h = CGImageGetHeight(image_ref);

CGImageAlphaInfo alpha = CGImageGetAlphaInfo(image_ref);

SDL_Surface* surface;
Uint32 Amask;
Uint32 Rmask;
Uint32 Gmask;
Uint32 Bmask;


if (alpha == kCGImageAlphaNone ||
    alpha == kCGImageAlphaNoneSkipFirst ||
    alpha == kCGImageAlphaNoneSkipLast) {
	Amask = 0x00000000;
} else {
	Amask = 0xFF000000;
}

Rmask = 0x00FF0000;
Gmask = 0x0000FF00;
Bmask = 0x000000FF;

surface = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, Rmask, Gmask,

Bmask, Amask);
if (surface)
{
/* CGDataProviderCopyData will give us a copy of the raw data /
CFDataRef data_copy =
CGDataProviderCopyData(CGImageGetDataProvider(image_ref));
const UInt8
data_byte_ptr = CFDataGetBytePtr(data_copy);
Uint8 *p = (Uint8 *)surface->pixels;
size_t i;
size_t j;

	size_t width  = CGImageGetWidth(image_ref);
	size_t height = CGImageGetHeight(image_ref);
	
	size_t bpr = CGImageGetBytesPerRow(image_ref);
	size_t bpp = CGImageGetBitsPerPixel(image_ref);
	size_t bpc = CGImageGetBitsPerComponent(image_ref);
	size_t bytes_per_pixel = bpp / bpc;
	
	CGBitmapInfo info = CGImageGetBitmapInfo(image_ref);
	
	fprintf(stderr,
			"\n"
			"CGImageGetHeight: %d\n"
			"CGImageGetWidth:  %d\n"
			//				  "CGImageGetColorSpace: %@\n"
			"CGImageGetBitsPerPixel:     %d\n"
			"CGImageGetBitsPerComponent: %d\n"
			"CGImageGetBytesPerRow:      %d\n"
			"CGImageGetBitmapInfo: 0x%.8X\n"
			"  kCGBitmapAlphaInfoMask     = %s\n"
			"  kCGBitmapFloatComponents   = %s\n"
			"  kCGBitmapByteOrderMask     = %s\n"
			"  kCGBitmapByteOrderDefault  = %s\n"
			"  kCGBitmapByteOrder16Little = %s\n"
			"  kCGBitmapByteOrder32Little = %s\n"
			"  kCGBitmapByteOrder16Big    = %s\n"
			"  kCGBitmapByteOrder32Big    = %s\n",
			(int)width,
			(int)height,
			//				  CGImageGetColorSpace(image_ref),
			(int)bpp,
			(int)bpc,
			(int)bpr,
			(unsigned)info,
			(info & kCGBitmapAlphaInfoMask)     ? "YES" : "NO",
			(info & kCGBitmapFloatComponents)   ? "YES" : "NO",
			(info & kCGBitmapByteOrderMask)     ? "YES" : "NO",
			(info & kCGBitmapByteOrderDefault)  ? "YES" : "NO",
			(info & kCGBitmapByteOrder16Little) ? "YES" : "NO",
			(info & kCGBitmapByteOrder32Little) ? "YES" : "NO",
			(info & kCGBitmapByteOrder16Big)    ? "YES" : "NO",
			(info & kCGBitmapByteOrder32Big)    ? "YES" : "NO"
			);
	
	
	switch(bytes_per_pixel)
	{
		case 3:
		{
			for(i = 0, j=0; i < CFDataGetLength(data_copy); i += 3, j+=4)
			{
				p[j] = data_byte_ptr[i+2];
				p[j+1] = data_byte_ptr[i+1];
				p[j+2] = data_byte_ptr[i];
			}
			break;
		}
		case 4:
		{
			// Take away the red pixel, assuming 32-bit RGBA
			for(i = 0; i < CFDataGetLength(data_copy); i += 4)
			{
				p[i] = data_byte_ptr[i+2];
				p[i+1] = data_byte_ptr[i+1];
				p[i+2] = data_byte_ptr[i];
				p[i+3] = data_byte_ptr[i+3];
			}
			break;
		}
			
	}		
	
	CFRelease(data_copy);
}
return surface;

}

SDL_RenderCopyEx(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect,
const double angle,
const SDL_Point *center,
const SDL_ColorMod *colorMod,
const SDL_FlipEnum flip);

Mason, what do you think of a function like that? It should hold most of
the changes requested back when this issue was discussed in the list (end
of July the lastest I know of). Without wanting to go back to the same old
arguments, I’ll do this for my own benefit and I’ll try to keep it up to
date as SDL 1.3 evolves, but if somehow it gets into the main branch at
some point even better yet.

I’ve uploaded a new patch version here
http://bugzilla.libsdl.org/show_bug.cgi?id=1308 and also in my experimental
repo: https://bitbucket.org/gabomdq/sdl-1.3-experimental

The function name now is RenderCopyEx and it allows for rotation with an
arbitrary center and horizontal/vertical flipping. I didn’t add color
modulation as that’s already handled by SDL_SetTextureColorMod,
SDL_SetTextureAlphaMod, etc.

Gabriel.
mdqinc.com

Great, i hope this gets accepted in the main repo.

Thanks.