I believe my engine is using the OpenGL rendering system, which means that when using SDL_RenderSetClipRect (and only this function), the coordinates of 0,0 are for the bottom left of the screen.
If I change to use DirectX, with the x,y coordinates change so that 0,0 is the top-left of the screen, or will it stay at the bottom right ?
Are you mixing the SDL renderer with your own code or just using the
renderer? Because the SDL renderer always uses the top left as 0,0.
2015-10-14 7:27 GMT-03:00, MrTAToad :> I believe my engine is using the OpenGL rendering system, which means that
when using SDL_RenderSetClipRect (and only this function), the coordinates
of 0,0 are for the bottom left of the screen.
If I change to use DirectX, with the x,y coordinates change so that 0,0 is
the top-left of the screen, or will it stay at the bottom right ?
I believe the origin for the opengl driver has been fixed to top-left (see SDL_RenderSetClipRect bug with openGL and a Texture as render target · Issue #1616 · libsdl-org/SDL · GitHub). From my testing,
clipping works now. I switch between the software opengl renderer drivers and no longer need to do anything special with clipping coordinates.
AlvinOn 14/10/15 07:27, MrTAToad wrote:
I believe my engine is using the OpenGL rendering system, which means that when using SDL_RenderSetClipRect (and only this function), the coordinates
of 0,0 are for the bottom left of the screen.
If I change to use DirectX, with the x,y coordinates change so that 0,0 is the top-left of the screen, or will it stay at the bottom right ?
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Just using the SDL2 renderer for everything…
Sik wrote:> Are you mixing the SDL renderer with your own code or just using the
renderer? Because the SDL renderer always uses the top left as 0,0.
2015-10-14 7:27 GMT-03:00, MrTAToad <@MrTAToad>:
I believe my engine is using the OpenGL rendering system, which means that
when using SDL_RenderSetClipRect (and only this function), the coordinates
of 0,0 are for the bottom left of the screen.
If I change to use DirectX, with the x,y coordinates change so that 0,0 is
the top-left of the screen, or will it stay at the bottom right ?
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Ah, so it looks its been fixed. I’ll have to get an update for the beta at some point then
Alvin Beach wrote:> On 14/10/15 07:27, MrTAToad wrote:
I believe my engine is using the OpenGL rendering system, which means that when using SDL_RenderSetClipRect (and only this function), the coordinates
of 0,0 are for the bottom left of the screen.
If I change to use DirectX, with the x,y coordinates change so that 0,0 is the top-left of the screen, or will it stay at the bottom right ?
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
I believe the origin for the opengl driver has been fixed to top-left (see SDL_RenderSetClipRect bug with openGL and a Texture as render target · Issue #1616 · libsdl-org/SDL · GitHub). From my testing,
clipping works now. I switch between the software opengl renderer drivers and no longer need to do anything special with clipping coordinates.
Alvin
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org