This is a good question, which I would also like the answer to. I have
at least one app out there that uses SDL just to manipulate images with
no graphics displayed, and thus I don’t ever call SDL_SetVideoMode. It
hasn’t been a problem. Assuming you call it without SDL_HWSURFACE and
without needing a palette (is that actually a restriction?), are there
any platforms out there that this would cause problems on? It seems to
work fine on Linux/* and win32/i386.On Sun, Apr 09, 2006 at 03:35:14PM +0000, Axel wrote:
The documentation of SDL_CreateRGBSurface states,
that SDLSetVideoMode has to be called before.
What if i want to only manipulate a surface without displaying it?
If i call SDL_SetVideoMode a display surface will always be shown.
If i call SDL_CreateRGBSurface without SDL_SetVideoMode the surface
gets allocated anyway, and i also can manipulate the pixel-map.
So why does it say: “must call SDL_SetVideoMode before” ?
Hello !> On Sun, Apr 09, 2006 at 03:35:14PM +0000, Axel wrote:
The documentation of SDL_CreateRGBSurface states,
that SDLSetVideoMode has to be called before.
What if i want to only manipulate a surface without displaying it?
If i call SDL_SetVideoMode a display surface will always be shown.
If i call SDL_CreateRGBSurface without SDL_SetVideoMode the surface
gets allocated anyway, and i also can manipulate the pixel-map.
So why does it say: “must call SDL_SetVideoMode before” ?
This is a good question, which I would also like the answer to. I have
at least one app out there that uses SDL just to manipulate images with no
graphics displayed, and thus I don’t ever call SDL_SetVideoMode. It
hasn’t been a problem. Assuming you call it without SDL_HWSURFACE and
without needing a palette (is that actually a restriction?), are there any
platforms out there that this would cause problems on? It seems to work
fine on Linux/* and win32/i386.