SDL_RenderCopyEx with software renderer

Hi,

can anyone confirm, that SDL_RenderCopyEx is working with the software
renderer? Whenever I replace

SDL_RenderCopyEx(_renderer, t, &srcRect, &destRect,
static_cast(angle), nullptr, SDL_FLIP_NONE)

with

SDL_RenderCopy(_renderer, t, &srcRect, &destRect)

it works, but SDL_RenderCopyEx only results in a black screen.

angle is 0 btw.

oh… and it works with openglXX renderers, only software is broken. I
just don’t see why.

Greetings
Martin

It has code that looks like it should work. But I’ve never used it, so I don’t know for sure.
I know that for awhile, it was disabled because of the sheer cost of performing the rendering. It really shouldn’t be used for applications that need real-time display.------------------------
Nate Fries

2013/5/10 Martin Gerhardy <martin.gerhardy at gmail.com>

Hi,

can anyone confirm, that SDL_RenderCopyEx is working with the software
renderer? Whenever I replace

SDL_RenderCopyEx(_renderer, t, &srcRect, &destRect,
static_cast(angle), nullptr, SDL_FLIP_NONE)

with

SDL_RenderCopy(_renderer, t, &srcRect, &destRect)

it works, but SDL_RenderCopyEx only results in a black screen.

angle is 0 btw.

oh… and it works with openglXX renderers, only software is broken. I just
don’t see why.

Greetings
Martin
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Last time I checked (which is actually when the SDL_RenderCopyEx function
was accepted into SDL), it was working (using testsprite2). From the top of
my head, I think you could try a different pixel format, perhaps some
formats are broken and we just haven’t noticed it.–
Gabriel.

2013/5/10, Nathaniel J Fries :

I know that for awhile, it was disabled because of the sheer cost of
performing the rendering. It really shouldn’t be used for applications that
need real-time display.

I don’t think that’s a good enough excuse to leave it broken though…
(also I thought the point of the software renderer was to be a
fallback in case everything else failed)

I only have used SDL_RenderCopy so I can’t confirm if SDL_RenderCopyEx
is broken though. I guess I could do a quick test to check (as my game
has a switch to toggle to the software renderer).

OK, I just tried, and it does work… but always uses alpha
blending. In my case I have alpha blending disabled (using RGBA8 only
for optimization purposes since 1 pixel = 1 uint32_t), and some
rendering functions will set the alpha to 0x00 or 0xFF arbitrarily.
With alpha blending disabled this usually isn’t an issue, but
SDL_RenderCopyEx seems to ignore that.

Is it possible it’s the same issue here?

Attached screenshot of what happens.

Should this go as a bug report, I guess?

2013/5/10, Sik the hedgehog <@Sik_the_hedgehog>:

OK, I just tried, and it does work… but always uses alpha
blending. In my case I have alpha blending disabled (using RGBA8 only
for optimization purposes since 1 pixel = 1 uint32_t), and some
rendering functions will set the alpha to 0x00 or 0xFF arbitrarily.
With alpha blending disabled this usually isn’t an issue, but
SDL_RenderCopyEx seems to ignore that.

Is it possible it’s the same issue here?

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Yes, please report this as a bug, ideally with a patch to fix it. :wink:
http://bugzilla.libsdl.org/On Fri, May 10, 2013 at 4:13 PM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:

Attached screenshot of what happens.

Should this go as a bug report, I guess?

2013/5/10, Sik the hedgehog <sik.the.hedgehog at gmail.com>:

OK, I just tried, and it does work… but always uses alpha
blending. In my case I have alpha blending disabled (using RGBA8 only
for optimization purposes since 1 pixel = 1 uint32_t), and some
rendering functions will set the alpha to 0x00 or 0xFF arbitrarily.
With alpha blending disabled this usually isn’t an issue, but
SDL_RenderCopyEx seems to ignore that.

Is it possible it’s the same issue here?


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