I’m a new user to SDL (great great work btw). I use
the OpenGL mode with 1.1 libs. I have SDL_Surface to
store my texture on the app side, and then transform them to
OpenGL texture objects. My problem is that surface blitting
copy only the red channel:
If I have :
surface A depth 24 and with good pixel values (I checked),
surface B depth 24, all values are 0 (I checked)
if I do SDL_BlitSurface(A,NULL,B,NULL); to blit A on B,
then B is filled with only the red channel after the blit.