Ok in order for everyone to be more clear.Attached you will find the simple
application.It doesn matter if i use two textures or just one which at
first i blit with NULL rects and then i pass a rect.
Below is the more important part.
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = 128;
rect.h = 128;
SDL_LockTexture(MooseTexture,NULL,&texture_surface->pixels,&texture_surface->pitch);
SDL_BlitSurface((SDL_Surface*)surface, NULL, texture_surface,NULL);
SDL_UnlockTexture(MooseTexture);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, MooseTexture, NULL, NULL);
SDL_RenderPresent(renderer);
/* Loop, waiting for QUIT or the escape key */
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
done = SDL_TRUE;
}
break;
case SDL_QUIT:
done = SDL_TRUE;
break;
}
}
SDL_RenderCopy(renderer, MooseTexture, &rect, &rect);
SDL_RenderPresent(renderer);
}
I first draw the whole texture and present and then in a loop i only draw a
portion of a texture and present.I end up seeing only the portion.You can
see than i dont call anywhere in the loop RenderClear.Only copy and present.
I have also tried with a static texture instead of streaming with the same
results.
I am using GLES2.
Please tell me if you need anything else
P.S:I could not upload bg.jpeg cause of size limits.Its an empty white
background with some text in itOn Fri, Mar 8, 2013 at 10:57 AM, Dimitris Zenios <@Dimitris_Zenios>wrote:
Ok in order for everyone to be more clear.Attached you will find the
simple application.It doesn matter if i use two textures or just one which
at first i blit with NULL rects and then i pass a rect.
Below is the more important part.
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = 128;
rect.h = 128;
SDL_LockTexture(MooseTexture,NULL,&texture_surface->pixels,&texture_surface->pitch);
SDL_BlitSurface((SDL_Surface*)surface, NULL, texture_surface,NULL);
SDL_UnlockTexture(MooseTexture);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, MooseTexture, NULL, NULL);
SDL_RenderPresent(renderer);
/* Loop, waiting for QUIT or the escape key */
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
done = SDL_TRUE;
}
break;
case SDL_QUIT:
done = SDL_TRUE;
break;
}
}
SDL_RenderCopy(renderer, MooseTexture, &rect, &rect);
SDL_RenderPresent(renderer);
}
I first draw the whole texture and present and then in a loop i only draw
a portion of a texture and present.I end up seeing only the portion.You can
see than i dont call anywhere in the loop RenderClear.Only copy and present.
I have also tried with a static texture instead of streaming with the same
results.
I am using GLES2.
Please tell me if you need anything else
On Fri, Mar 8, 2013 at 6:55 AM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:
No idea, unless texture A is broken it should work… What device is
it? It could be useful to know whether it’s OpenGL ES 1 or 2.
Also: did you try drawing more textures besides the second one? Maybe
it would help us to get more hindsight on the issue (to see if only
the first texture is skipped or all but the last).
2013/3/7, Dimitris Zenios <@Dimitris_Zenios>:
Hello guys i have a problem on android
i have two textures for now lets call them textureA and textureB.I am
doing
these operations
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texrureA,NULL,NULL);
SDL_RenderCopy(renderer,textureB,srcrect,dstrect);
SDL_RenderPresent(renderer);
I end up with the first texture not beeing drawn and only the second on
a
black background.
It seems that somebody else had the same problem
http://forums.libsdl.org/viewtopic.php?t=7412&sid=664cf34c6d37a355564cf5c04bb0859a
Any idea?
Best Regards
Dimitris Zenios
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
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