Video flags

I checked my video flags after initializing the screen and I cannot get a double buffer. This
may explain the tareing that sometimes appears on screen. I am using a stock mac
computer and I don’t know how to find out what’s wrong.

Also, I can not get a hardware surface with glSDL. Isn’t that important when using glSDL? I
can get hardware surface using regular SDL.

Any help?

[…]

Also, I can not get a hardware surface with glSDL. Isn’t that
important when using glSDL? I can get hardware surface using
regular SDL.

Actually, the real display surface is even more “extreme” than a
hardware surface: You can’t access it directly in any way, since
OpenGL does not support that.

So, glSDL hands you a shadow surface. (Just in case you want to lock
the screen and do some direct rendering. Don’t do that… It’s only
for compatibility, for screenshots and stuff like that.) Normally,
the shadow surface isn’t used at all, as all rendering is 100% native
OpenGL.

For SDL_DisplayFormat*()ed surfaces, that is. Plain s/w surfaces will
have to be converted and uploaded for every blit. The actual
blitting is still native OpenGL directly to the screen, though.

//David Olofson - Programmer, Composer, Open Source Advocate

.- The Return of Audiality! --------------------------------.
| Free/Open Source Audio Engine for use in Games or Studio. |
| RT and off-line synth. Scripting. Sample accurate timing. |
`-----------------------------------> http://audiality.org -’
http://olofson.nethttp://www.reologica.se —On Friday 13 June 2003 12.11, Jeffrey Schnayer wrote: