SDL Digest, Vol 81, Issue 54

STOP
Le 18 sept. 2013 02:08, a ?crit :> Send SDL mailing list submissions to

    sdl at lists.libsdl.org

To subscribe or unsubscribe via the World Wide Web, visit
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Today’s Topics:

  1. Re: Understanding the pixel formats in SDL (ABGR or RGBA).
    (Sik the hedgehog)
  2. [android] crash: null display member in surfaceDestroyed (carl)
  3. Re: Understanding the pixel formats in SDL (ABGR or RGBA).
    (ShiroAisu)
  4. Re: Understanding the pixel formats in SDL (ABGR or RGBA).
    (Sik the hedgehog)
  5. Re: [android] crash: null display member in surfaceDestroyed
    (Gabriel Jacobo)
  6. Re: Known issue? Trying to run 32-bit SDL2 applications on
    64-bit Linux (Gabriel Jacobo)

Message: 1
Date: Tue, 17 Sep 2013 17:51:44 -0300
From: Sik the hedgehog <sik.the.hedgehog at gmail.com>
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Understanding the pixel formats in SDL (ABGR or
RGBA).
Message-ID:
<
CAEyBR+WH_-d+59ExOHqHRYWh2PkuOOd8DM62ADgFA4Sh2uUK2w at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

2013/9/17, ShiroAisu :

I still have one question tho, if it is supposed to read a full 32 bit
string, they why does it only switch the order of the individual
components
and not of the entire string?

For instance, if I have 2 components RG, why does:

01000000 10000000

become

10000000 01000000

and not

00000001 00000010

?

Because endianness works at the byte level, not at the bit level.

This is a legacy we inherited from old 8-bit processors which were all
little endian (which was easier to implement), and the most successful
processor series started as one (8088 had an 8-bit bus) ._.'
Personally I’d prefer if we stuck to big endian, but it’s too late to
change that.

How would I treat them as bytes then? What format would I use for that?

The documentation is really lacking IMO.

looks at wiki WTF, the processor-independent types used to be
specified there, I swear, what happened to them? o_o looks in the
headers
Ugh, looks like they got rid of that -_-’ Guess it has been
quite a while since I looked at this (like, when I had started working
on my game).

It seems now everything is little endian now (for whatever reason).


Message: 2
Date: Tue, 17 Sep 2013 21:24:54 +0000
From: “carl” <carl.lefrancois at gmail.com>
To: sdl at lists.libsdl.org
Subject: [SDL] [android] crash: null display member in
surfaceDestroyed
Message-ID: <1379453094.m2f.39305 at forums.libsdl.org>
Content-Type: text/plain; charset=“iso-8859-1”

running the vanilla SDLActivity sample project on an Asus Memo pad under
Android 4.1.1, the app runs but crashes when the home button is pressed.
logcat shows an illegalParameterException:

Code:
V/SDL ( 4733): surfaceDestroyed()
V/SDL ( 4733): calling egl.eglMakeCurrent on display (null)
D/AndroidRuntime( 4733): Shutting down VM
W/dalvikvm( 4733): threadid=1: thread exiting with uncaught exception
(group=0x40c53300)
E/AndroidRuntime( 4733): FATAL EXCEPTION: main
E/AndroidRuntime( 4733): java.lang.IllegalArgumentException
E/AndroidRuntime( 4733): at
com.google.android.gles_jni.EGLImpl.eglMakeCurrent(Native Method)
E/AndroidRuntime( 4733): at
org.libsdl.app.SDLSurface.surfaceDestroyed(SDLActivity.java:627)

i modified SDLActivity.java to print the member passed to eglMakeCurrent
like this:

Code:
Log.v(“SDL”, “calling egl.eglMakeCurrent on display (” +
SDLActivity.mEGLDisplay + “)”);
egl.eglMakeCurrent(SDLActivity.mEGLDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);

as the logcat output shows, the mEGLDisplay member is null.

no idea why and guessing it must be related to my specific hardware.
wrapping the calls to eglMakeCurrent and eglDestroySurface in an if
display != null seems to work in a quick test.

this is just fyi since i don’t have the the knowledge or time to help move
SDL forward on android right now.

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Message: 3
Date: Tue, 17 Sep 2013 22:28:28 +0000
From: “ShiroAisu”
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Understanding the pixel formats in SDL (ABGR or
RGBA).
Message-ID: <1379456908.m2f.39306 at forums.libsdl.org>
Content-Type: text/plain; charset=“iso-8859-1”

Ugh, looks like they got rid of that

How would I work around this then?

I have a series of bytes representing each pixel component, do I have to
do everything differently for each system?

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Message: 4
Date: Tue, 17 Sep 2013 19:52:18 -0300
From: Sik the hedgehog <sik.the.hedgehog at gmail.com>
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Understanding the pixel formats in SDL (ABGR or
RGBA).
Message-ID:
<
CAEyBR+XsPLWZMUCPLQAAWV5NMCb2ctLjSTbxLXH48c4U13OOTg at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

No, it seems SDL now takes little endian always (i.e. lowest byte first).

If somebody spots an error tell me, going by what I’ve seen in the header.

2013/9/17, ShiroAisu :

Ugh, looks like they got rid of that

How would I work around this then?

I have a series of bytes representing each pixel component, do I have to
do
everything differently for each system?


Message: 5
Date: Tue, 17 Sep 2013 20:00:26 -0300
From: Gabriel Jacobo
To: SDL Development List
Subject: Re: [SDL] [android] crash: null display member in
surfaceDestroyed
Message-ID:
<CAKDfeskQDQ=
ssTPA3DrR4btzQ2HB5QuiTt3uf27pARqoNB4G1A at mail.gmail.com>
Content-Type: text/plain; charset=“iso-8859-1”

FYI, all that code has been removed in HG, and now the Android backend uses
the common EGL code (handled from the native side vs being handled from the
Java side). Hopefully this issue is already fixed, but it would be great if
you can confirm that. Thanks!

2013/9/17 carl <carl.lefrancois at gmail.com>

**
running the vanilla SDLActivity sample project on an Asus Memo pad under
Android 4.1.1, the app runs but crashes when the home button is pressed.
logcat shows an illegalParameterException:

Code:

V/SDL ( 4733): surfaceDestroyed()
V/SDL ( 4733): calling egl.eglMakeCurrent on display (null)
D/AndroidRuntime( 4733): Shutting down VM
W/dalvikvm( 4733): threadid=1: thread exiting with uncaught exception
(group=0x40c53300)
E/AndroidRuntime( 4733): FATAL EXCEPTION: main
E/AndroidRuntime( 4733): java.lang.IllegalArgumentException
E/AndroidRuntime( 4733): at
com.google.android.gles_jni.EGLImpl.eglMakeCurrent(Native Method)
E/AndroidRuntime( 4733): at
org.libsdl.app.SDLSurface.surfaceDestroyed(SDLActivity.java:627)

i modified SDLActivity.java to print the member passed to eglMakeCurrent
like this:

Code:

     Log.v("SDL", "calling egl.eglMakeCurrent on display (" +

SDLActivity.mEGLDisplay + “)”);
egl.eglMakeCurrent(SDLActivity.mEGLDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);

as the logcat output shows, the mEGLDisplay member is null.

no idea why and guessing it must be related to my specific hardware.
wrapping the calls to eglMakeCurrent and eglDestroySurface in an if
display
!= null seems to work in a quick test.

this is just fyi since i don’t have the the knowledge or time to help
move
SDL forward on android right now.


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


Gabriel.
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Message: 6
Date: Tue, 17 Sep 2013 21:08:27 -0300
From: Gabriel Jacobo
To: SDL Development List
Subject: Re: [SDL] Known issue? Trying to run 32-bit SDL2 applications
on 64-bit Linux
Message-ID:
<CAKDfes=
jgkBD42Q-UtfVW9DVqjrULhiLBL0QEtG6XTKsZBBrsw at mail.gmail.com>
Content-Type: text/plain; charset=“iso-8859-1”

This should work, it does on my system (Ubuntu 13.04 64 bits) and others
have reported success after installing the right libraries.

Asumming support for OpenGL and X11 got compiled in successfully, you could
try installing libgl1-mesa-glx:i386 for OpenGL support and a bunch of the X
libraries for the i386 architecture (I can’t find a definitive list from my
system because I have a ton of X11 libraries installed and you probably
just need a few).

2013/9/17 Joshua Granick

Hi,

I found while testing SDL2, that when running on a 32-bit distribution of
Ubuntu, with a 32-bit compiled application, SDL2 works fine. Similarly,
on
a 64-bit distribution, 64-bit compiled applications work fine as well.

When I try using a 32-bit application on a 64-bit distribution of Ubuntu
(with ia32-libs, etc installed), the application will run, but reports
that
it cannot find any video devices.

Is this a known issue? It would be great to be able to use or test 32-bit
applications from a 64-bit host OS. Thanks!
_____________**
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>


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

End of SDL Digest, Vol 81, Issue 54


In the message headers, you can find how to unsubscribe:

List-Unsubscribe: http://lists.libsdl.org/options.cgi/sdl-libsdl.org,
<mailto:sdl-request at lists.libsdl.org?subject=unsubscribe>On Sat, Sep 28, 2013 at 3:40 AM, Clodion K <ours.arthur at gmail.com> wrote:

STOP
Le 18 sept. 2013 02:08, a ?crit :

Send SDL mailing list submissions to
sdl at lists.libsdl.org

To subscribe or unsubscribe via the World Wide Web, visit
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
or, via email, send a message with subject or body ‘help’ to
sdl-request at lists.libsdl.org

You can reach the person managing the list at
sdl-owner at lists.libsdl.org

When replying, please edit your Subject line so it is more specific
than “Re: Contents of SDL digest…”

Today’s Topics:

  1. Re: Understanding the pixel formats in SDL (ABGR or RGBA).
    (Sik the hedgehog)
  2. [android] crash: null display member in surfaceDestroyed (carl)
  3. Re: Understanding the pixel formats in SDL (ABGR or RGBA).
    (ShiroAisu)
  4. Re: Understanding the pixel formats in SDL (ABGR or RGBA).
    (Sik the hedgehog)
  5. Re: [android] crash: null display member in surfaceDestroyed
    (Gabriel Jacobo)
  6. Re: Known issue? Trying to run 32-bit SDL2 applications on
    64-bit Linux (Gabriel Jacobo)

Message: 1
Date: Tue, 17 Sep 2013 17:51:44 -0300
From: Sik the hedgehog <sik.the.hedgehog at gmail.com>
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Understanding the pixel formats in SDL (ABGR or
RGBA).
Message-ID:
<
CAEyBR+WH_-d+59ExOHqHRYWh2PkuOOd8DM62ADgFA4Sh2uUK2w at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

2013/9/17, ShiroAisu :

I still have one question tho, if it is supposed to read a full 32 bit
string, they why does it only switch the order of the individual
components
and not of the entire string?

For instance, if I have 2 components RG, why does:

01000000 10000000

become

10000000 01000000

and not

00000001 00000010

?

Because endianness works at the byte level, not at the bit level.

This is a legacy we inherited from old 8-bit processors which were all
little endian (which was easier to implement), and the most successful
processor series started as one (8088 had an 8-bit bus) ._.'
Personally I’d prefer if we stuck to big endian, but it’s too late to
change that.

How would I treat them as bytes then? What format would I use for that?

The documentation is really lacking IMO.

looks at wiki WTF, the processor-independent types used to be
specified there, I swear, what happened to them? o_o looks in the
headers
Ugh, looks like they got rid of that -_-’ Guess it has been
quite a while since I looked at this (like, when I had started working
on my game).

It seems now everything is little endian now (for whatever reason).


Message: 2
Date: Tue, 17 Sep 2013 21:24:54 +0000
From: “carl” <carl.lefrancois at gmail.com>
To: sdl at lists.libsdl.org
Subject: [SDL] [android] crash: null display member in
surfaceDestroyed
Message-ID: <1379453094.m2f.39305 at forums.libsdl.org>
Content-Type: text/plain; charset=“iso-8859-1”

running the vanilla SDLActivity sample project on an Asus Memo pad under
Android 4.1.1, the app runs but crashes when the home button is pressed.
logcat shows an illegalParameterException:

Code:
V/SDL ( 4733): surfaceDestroyed()
V/SDL ( 4733): calling egl.eglMakeCurrent on display (null)
D/AndroidRuntime( 4733): Shutting down VM
W/dalvikvm( 4733): threadid=1: thread exiting with uncaught exception
(group=0x40c53300)
E/AndroidRuntime( 4733): FATAL EXCEPTION: main
E/AndroidRuntime( 4733): java.lang.IllegalArgumentException
E/AndroidRuntime( 4733): at
com.google.android.gles_jni.EGLImpl.eglMakeCurrent(Native Method)
E/AndroidRuntime( 4733): at
org.libsdl.app.SDLSurface.surfaceDestroyed(SDLActivity.java:627)

i modified SDLActivity.java to print the member passed to eglMakeCurrent
like this:

Code:
Log.v(“SDL”, “calling egl.eglMakeCurrent on display (” +
SDLActivity.mEGLDisplay + “)”);
egl.eglMakeCurrent(SDLActivity.mEGLDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);

as the logcat output shows, the mEGLDisplay member is null.

no idea why and guessing it must be related to my specific hardware.
wrapping the calls to eglMakeCurrent and eglDestroySurface in an if
display != null seems to work in a quick test.

this is just fyi since i don’t have the the knowledge or time to help
move SDL forward on android right now.

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Message: 3
Date: Tue, 17 Sep 2013 22:28:28 +0000
From: “ShiroAisu”
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Understanding the pixel formats in SDL (ABGR or
RGBA).
Message-ID: <1379456908.m2f.39306 at forums.libsdl.org>
Content-Type: text/plain; charset=“iso-8859-1”

Ugh, looks like they got rid of that

How would I work around this then?

I have a series of bytes representing each pixel component, do I have to
do everything differently for each system?

-------------- next part --------------
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URL: <
http://lists.libsdl.org/pipermail/sdl-libsdl.org/attachments/20130917/30adfc23/attachment-0001.htm


Message: 4
Date: Tue, 17 Sep 2013 19:52:18 -0300
From: Sik the hedgehog <sik.the.hedgehog at gmail.com>
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Understanding the pixel formats in SDL (ABGR or
RGBA).
Message-ID:
<
CAEyBR+XsPLWZMUCPLQAAWV5NMCb2ctLjSTbxLXH48c4U13OOTg at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

No, it seems SDL now takes little endian always (i.e. lowest byte first).

If somebody spots an error tell me, going by what I’ve seen in the header.

2013/9/17, ShiroAisu :

Ugh, looks like they got rid of that

How would I work around this then?

I have a series of bytes representing each pixel component, do I have
to do
everything differently for each system?


Message: 5
Date: Tue, 17 Sep 2013 20:00:26 -0300
From: Gabriel Jacobo
To: SDL Development List
Subject: Re: [SDL] [android] crash: null display member in
surfaceDestroyed
Message-ID:
<CAKDfeskQDQ=
ssTPA3DrR4btzQ2HB5QuiTt3uf27pARqoNB4G1A at mail.gmail.com>
Content-Type: text/plain; charset=“iso-8859-1”

FYI, all that code has been removed in HG, and now the Android backend
uses
the common EGL code (handled from the native side vs being handled from
the
Java side). Hopefully this issue is already fixed, but it would be great
if
you can confirm that. Thanks!

2013/9/17 carl <carl.lefrancois at gmail.com>

**
running the vanilla SDLActivity sample project on an Asus Memo pad under
Android 4.1.1, the app runs but crashes when the home button is pressed.
logcat shows an illegalParameterException:

Code:

V/SDL ( 4733): surfaceDestroyed()
V/SDL ( 4733): calling egl.eglMakeCurrent on display (null)
D/AndroidRuntime( 4733): Shutting down VM
W/dalvikvm( 4733): threadid=1: thread exiting with uncaught exception
(group=0x40c53300)
E/AndroidRuntime( 4733): FATAL EXCEPTION: main
E/AndroidRuntime( 4733): java.lang.IllegalArgumentException
E/AndroidRuntime( 4733): at
com.google.android.gles_jni.EGLImpl.eglMakeCurrent(Native Method)
E/AndroidRuntime( 4733): at
org.libsdl.app.SDLSurface.surfaceDestroyed(SDLActivity.java:627)

i modified SDLActivity.java to print the member passed to eglMakeCurrent
like this:

Code:

     Log.v("SDL", "calling egl.eglMakeCurrent on display (" +

SDLActivity.mEGLDisplay + “)”);
egl.eglMakeCurrent(SDLActivity.mEGLDisplay,
EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);

as the logcat output shows, the mEGLDisplay member is null.

no idea why and guessing it must be related to my specific hardware.
wrapping the calls to eglMakeCurrent and eglDestroySurface in an if
display
!= null seems to work in a quick test.

this is just fyi since i don’t have the the knowledge or time to help
move
SDL forward on android right now.


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


Gabriel.
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Message: 6
Date: Tue, 17 Sep 2013 21:08:27 -0300
From: Gabriel Jacobo
To: SDL Development List
Subject: Re: [SDL] Known issue? Trying to run 32-bit SDL2 applications
on 64-bit Linux
Message-ID:
<CAKDfes=
jgkBD42Q-UtfVW9DVqjrULhiLBL0QEtG6XTKsZBBrsw at mail.gmail.com>
Content-Type: text/plain; charset=“iso-8859-1”

This should work, it does on my system (Ubuntu 13.04 64 bits) and others
have reported success after installing the right libraries.

Asumming support for OpenGL and X11 got compiled in successfully, you
could
try installing libgl1-mesa-glx:i386 for OpenGL support and a bunch of the
X
libraries for the i386 architecture (I can’t find a definitive list from
my
system because I have a ton of X11 libraries installed and you probably
just need a few).

2013/9/17 Joshua Granick

Hi,

I found while testing SDL2, that when running on a 32-bit distribution
of
Ubuntu, with a 32-bit compiled application, SDL2 works fine. Similarly,
on
a 64-bit distribution, 64-bit compiled applications work fine as well.

When I try using a 32-bit application on a 64-bit distribution of Ubuntu
(with ia32-libs, etc installed), the application will run, but reports
that
it cannot find any video devices.

Is this a known issue? It would be great to be able to use or test
32-bit
applications from a 64-bit host OS. Thanks!
_____________**
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>


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

End of SDL Digest, Vol 81, Issue 54



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