Weirdness with SDL_GetVideoInfo and Joystick

I’ve been working with SDL for 2 months and so far everything seems to
be working great, but a couple days ago I wrote a function to try
printing out information about my system and I got some really
unexpected results. Here is the C++ code (this is for Debian Linux):

cout << “Printing system information” << endl;

// Initialize SDL and its subsystems and make sure it shutdowns
properly on exit
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK) != 0) {
cout << "ERROR: Unable to initialize SDL: " << SDL_GetError() << endl;
return;
}
else
cout << “SDL Initialized succesfully.” << endl;
atexit(SDL_Quit);

// Video Information
cout << " *** VIDEO INFORMATION *** " << endl;
char video_driver[20];
SDL_VideoDriverName(video_driver, 20);
cout << "Video driver name: " << video_driver << “\n” << endl;

const SDL_VideoInfo *user_video;
user_video = SDL_GetVideoInfo(); // Get information about the user’s
video system
cout << “Best available video mode” << endl;
cout << ">Creates hardware surfaces: ";
if (user_video->hw_available == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Has window manager available: ";
if (user_video->wm_available == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Hardware to hardware blits accelerated: ";
if (user_video->blit_hw == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Hardware to hardware colorkey blits accelerated: ";
if (user_video->blit_hw_CC == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Hardware to hardware alpha blits accelerated: ";
if (user_video->blit_hw_A == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Software to hardware blits acceleerated: ";
if (user_video->blit_sw == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Software to hardware colorkey blits accelerated: ";
if (user_video->blit_sw_CC == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Software to hardware alpha blits accelerated: ";
if (user_video->blit_sw_A == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Color fills accelerated: ";
if (user_video->blit_fill == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Total video memory: " << user_video->video_mem << “
kilobytes” << “\n” << endl;

// Joystick Information
cout << " *** JOYSTICK INFORMATION *** " << endl;

int js_num = SDL_NumJoysticks(); // Get the number of joysticks available
cout << “SDL has recognized " << js_num << " on this system.” << endl;
for (int i = 0; i < js_num; i++) { // Print out information about
each joystick
joy_stick = SDL_JoystickOpen(i);
if (joy_stick == NULL)
cout << “ERROR: SDL was unable to open joystick #” << i << endl;
else {
cout << “Joystick #” << i << endl;
cout << ">Name: " << SDL_JoystickName(i) << endl;
cout << ">Axes: " << SDL_JoystickNumAxes(joy_stick) << endl;
cout << ">Buttons: " << SDL_JoystickNumButtons(joy_stick) << endl;
cout << ">Trackballs: " << SDL_JoystickNumBalls(joy_stick) << endl;
cout << ">Hat Switches: " << SDL_JoystickNumHats(joy_stick) << endl;
SDL_JoystickClose(joy_stick);
}
}

Here is the output from the program:

Printing system information
SDL Initialized succesfully.
*** VIDEO INFORMATION ***
Video driver name: x11

Best available video mode

Creates hardware surfaces: no
Has window manager available: yes
Hardware to hardware blits accelerated: no
Hardware to hardware colorkey blits accelerated: no
Hardware to hardware alpha blits accelerated: no
Software to hardware blits acceleerated: no
Software to hardware colorkey blits accelerated: no
Software to hardware alpha blits accelerated: no
Color fills accelerated: no
Total video memory: 0 kilobytes

*** JOYSTICK INFORMATION ***
SDL has recognized 0 on this system.

I tried calling SDL_SetVideoMode before I call SDL_GetVideoInfo(), but I
got the same results for the video information. I have a Radeon 9500PRO
video card and I have successfuly installed the ATI drivers so I don’t
know how I could have 0KB of video memory (-_-’). Does anyone know what
the problem is here?

Also, I have a Logitech Wingman Extreme gamepad currently plugged into a
USB port on my PC, so I thought SDL would recognize that but it doesn’t.
I see it recognized during my kernel boot-up messages, and last time I
checked it worked fine when I was running SNES9x. Again I find it
strange that nothing was detected.

Thanks in advance to any insight to this matter.–
Tyler Olsen - Lead Developer
Hero of Allacrost: http://www.allacrost.org

I’ve been working with SDL for 2 months and so far everything seems to
be working great, but a couple days ago I wrote a function to try
printing out information about my system and I got some really
unexpected results. Here is the C++ code (this is for Debian Linux):

cout << “Printing system information” << endl;

// Initialize SDL and its subsystems and make sure it shutdowns
properly on exit
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK) != 0) {
cout << "ERROR: Unable to initialize SDL: " << SDL_GetError() << endl;
return;
}
else
cout << “SDL Initialized succesfully.” << endl;
atexit(SDL_Quit);

// Video Information
cout << " *** VIDEO INFORMATION *** " << endl;
char video_driver[20];
SDL_VideoDriverName(video_driver, 20);
cout << "Video driver name: " << video_driver << “\n” << endl;

const SDL_VideoInfo *user_video;
user_video = SDL_GetVideoInfo(); // Get information about the user’s
video system
cout << “Best available video mode” << endl;
cout << ">Creates hardware surfaces: ";
if (user_video->hw_available == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Has window manager available: ";
if (user_video->wm_available == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Hardware to hardware blits accelerated: ";
if (user_video->blit_hw == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Hardware to hardware colorkey blits accelerated: ";
if (user_video->blit_hw_CC == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Hardware to hardware alpha blits accelerated: ";
if (user_video->blit_hw_A == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Software to hardware blits acceleerated: ";
if (user_video->blit_sw == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Software to hardware colorkey blits accelerated: ";
if (user_video->blit_sw_CC == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Software to hardware alpha blits accelerated: ";
if (user_video->blit_sw_A == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Color fills accelerated: ";
if (user_video->blit_fill == 1) cout << “yes\n”;
else cout << “no\n”;
cout << ">Total video memory: " << user_video->video_mem << “
kilobytes” << “\n” << endl;

// Joystick Information
cout << " *** JOYSTICK INFORMATION *** " << endl;

int js_num = SDL_NumJoysticks(); // Get the number of joysticks available
cout << “SDL has recognized " << js_num << " on this system.” << endl;
for (int i = 0; i < js_num; i++) { // Print out information about
each joystick
joy_stick = SDL_JoystickOpen(i);
if (joy_stick == NULL)
cout << “ERROR: SDL was unable to open joystick #” << i << endl;
else {
cout << “Joystick #” << i << endl;
cout << ">Name: " << SDL_JoystickName(i) << endl;
cout << ">Axes: " << SDL_JoystickNumAxes(joy_stick) << endl;
cout << ">Buttons: " << SDL_JoystickNumButtons(joy_stick) << endl;
cout << ">Trackballs: " << SDL_JoystickNumBalls(joy_stick) << endl;
cout << ">Hat Switches: " << SDL_JoystickNumHats(joy_stick) << endl;
SDL_JoystickClose(joy_stick);
}
}

Here is the output from the program:

Printing system information
SDL Initialized succesfully.
*** VIDEO INFORMATION ***
Video driver name: x11

Best available video mode

Creates hardware surfaces: no
Has window manager available: yes
Hardware to hardware blits accelerated: no
Hardware to hardware colorkey blits accelerated: no
Hardware to hardware alpha blits accelerated: no
Software to hardware blits acceleerated: no
Software to hardware colorkey blits accelerated: no
Software to hardware alpha blits accelerated: no
Color fills accelerated: no
Total video memory: 0 kilobytes

*** JOYSTICK INFORMATION ***
SDL has recognized 0 on this system.

I tried calling SDL_SetVideoMode before I call SDL_GetVideoInfo(), but I
got the same results for the video information. I have a Radeon 9500PRO
video card and I have successfuly installed the ATI drivers so I don’t
know how I could have 0KB of video memory (-_-’). Does anyone know what
the problem is here?

Mostly it is just X11. The info you dumped tells you what the SDL
graphics routines have to work with. If you use OpenGL, then you get to
use all the neat things on your video card. Try running glxinfo to find
out what you really have available. If that doesn’t show all you video
card goodies then you don’t have your video card properly configured.

	Bob PendletonOn Thu, 2004-08-26 at 05:15, Tyler Olsen wrote:

Also, I have a Logitech Wingman Extreme gamepad currently plugged into a
USB port on my PC, so I thought SDL would recognize that but it doesn’t.
I see it recognized during my kernel boot-up messages, and last time I
checked it worked fine when I was running SNES9x. Again I find it
strange that nothing was detected.

Thanks in advance to any insight to this matter.

±-------------------------------------+

Hi everyone-

I recently upgraded to Visual Studio .Net and am new to SDL. Last night I
sent my brother a beta of the game I’m working on to test. When he tried
to run it he got an error, stating mscvr71.dll wasn’t found. This DLL
comes with Visual Studio .Net so he doesn’t have it, so I sent him the DLL
and he put it in the game directory and it worked fine. My question is is
there a switch somewhere in visual studio where I can turn off the
requirement for this DLL? And if not, will microsoft throw a hissy fit if
I just include the DLL with my game distribution…wtf is this DLL anyway,
is it for the debugger or all that BS .Net framework or what?

-thanks
jason

Mostly it is just X11. The info you dumped tells you what the SDL
graphics routines have to work with. If you use OpenGL, then you get to
use all the neat things on your video card. Try running glxinfo to find
out what you really have available. If that doesn’t show all you video
card goodies then you don’t have your video card properly configured.

  Bob Pendleton

Hmm, I see. Well I don’t use OpenGL for this program (at least not yet).
glxinfo displays a bunch of stuff that I’m not going to copy over unless
someones wants me to, but it does say:

OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 9700 Generic
OpenGL version string: 1.3 (X4.3.0-3.9.0)

And since I don’t have a Radeon 9700 I guess its setup incorrectly. :frowning:
Oh well, I guess I have to (yet again) attempt to configure those damn
ATI drivers succesfully. That doesn’t solve the joystick problem though.
Thanks for the help–
Tyler Olsen - Lead Developer
Hero of Allacrost: http://www.allacrost.org

Mostly it is just X11. The info you dumped tells you what the SDL
graphics routines have to work with. If you use OpenGL, then you get to
use all the neat things on your video card. Try running glxinfo to find
out what you really have available. If that doesn’t show all you video
card goodies then you don’t have your video card properly configured.

  Bob Pendleton

Hmm, I see. Well I don’t use OpenGL for this program (at least not yet).
glxinfo displays a bunch of stuff that I’m not going to copy over unless
someones wants me to, but it does say:

OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 9700 Generic
OpenGL version string: 1.3 (X4.3.0-3.9.0)

if you run glxinfo | grep direct

and it prints:
direct rendering: Yes

then your opengl drivers are setup correctly

MarkOn Thu, 2004-08-26 at 07:29, Tyler Olsen wrote:

And since I don’t have a Radeon 9700 I guess its setup incorrectly. :frowning:
Oh well, I guess I have to (yet again) attempt to configure those damn
ATI drivers succesfully. That doesn’t solve the joystick problem though.
Thanks for the help

If you have an ATI card then this is probably correct. It doesn’t tell
you the type of the card, just the name of the render implementation.

Try running glxgears. It it runs fast, your card is correctly
configured. The definition of “fast” depends on a lot of factors. I get
about 900 fps, but, if video synch were enabled I would get about 80.

	Bob PendletonOn Thu, 2004-08-26 at 07:29, Tyler Olsen wrote:

Mostly it is just X11. The info you dumped tells you what the SDL
graphics routines have to work with. If you use OpenGL, then you get to
use all the neat things on your video card. Try running glxinfo to find
out what you really have available. If that doesn’t show all you video
card goodies then you don’t have your video card properly configured.

  Bob Pendleton

Hmm, I see. Well I don’t use OpenGL for this program (at least not yet).
glxinfo displays a bunch of stuff that I’m not going to copy over unless
someones wants me to, but it does say:

OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 9700 Generic
OpenGL version string: 1.3 (X4.3.0-3.9.0)


±-------------------------------------+

Have you ever even /used/ Windows before? I mean, really, that
operating system is known for “DLL Hell” almost as much as its lack of
security. If you’d have used Google instead of running to this mailing
list the second you had a question you might have seen that plenty of
perfectly legitimate websites distribute this runtime library and the
hundreds of others. It wouldn’t surprise me at all if the latest
"Service Pack" (or whatever name Microsoft has been whitewashing over
nasty terms like “bug fix,”) contained this library or others like it.
You are free to distribute this file. It’s just their C runtime
library.On Aug 26, 2004, at 11:51 AM, stu at evilx.com wrote:

Hi everyone-

I recently upgraded to Visual Studio .Net and am new to SDL. Last
night I
sent my brother a beta of the game I’m working on to test. When he
tried
to run it he got an error, stating mscvr71.dll wasn’t found. This DLL
comes with Visual Studio .Net so he doesn’t have it, so I sent him the
DLL
and he put it in the game directory and it worked fine. My question
is is
there a switch somewhere in visual studio where I can turn off the
requirement for this DLL? And if not, will microsoft throw a hissy
fit if
I just include the DLL with my game distribution…wtf is this DLL
anyway,
is it for the debugger or all that BS .Net framework or what?

-thanks
jason


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

Or indeed you could just be nice and say:

You are free to distribute this file. It’s just their C runtime library.
Checkout Google for a download site.

Like you’ve never had a library issue with Linux either!

Yawn.

Cliff> ----- Original Message -----

From: sdl-bounces+cliffb=nse.co.uk@libsdl.org
[mailto:sdl-bounces+cliffb=nse.co.uk at libsdl.org] On Behalf Of Donny Viszneki
Sent: 26 August 2004 20:40
To: A list for developers using the SDL library. (includes SDL-announce)
Subject: Re: [SDL] Distributing SDL apps built with Visual Studio .Net

Have you ever even /used/ Windows before? I mean, really, that operating
system is known for “DLL Hell” almost as much as its lack of security. If
you’d have used Google instead of running to this mailing list the second
you had a question you might have seen that plenty of perfectly legitimate
websites distribute this runtime library and the hundreds of others. It
wouldn’t surprise me at all if the latest “Service Pack” (or whatever name
Microsoft has been whitewashing over nasty terms like “bug fix,”) contained
this library or others like it.
You are free to distribute this file. It’s just their C runtime library.

On Aug 26, 2004, at 11:51 AM, stu at evilx.com wrote:

Hi everyone-

I recently upgraded to Visual Studio .Net and am new to SDL. Last
night I sent my brother a beta of the game I’m working on to test.
When he tried to run it he got an error, stating mscvr71.dll wasn’t
found. This DLL comes with Visual Studio .Net so he doesn’t have it,
so I sent him the DLL and he put it in the game directory and it
worked fine. My question is is there a switch somewhere in visual
studio where I can turn off the requirement for this DLL? And if not,
will microsoft throw a hissy fit if I just include the DLL with my
game distribution…wtf is this DLL anyway, is it for the debugger or
all that BS .Net framework or what?

-thanks
jason


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

Wow…thanks for the l33t and witty answer! I’ll definitely be sure to
post all my newbie questions here in the future…

oh yeah I almost forgot…

Micro$oft $ux!

…am I cool now?

-jasonOn Thu, 26 Aug 2004, Donny Viszneki wrote:

Have you ever even /used/ Windows before? I mean, really, that
operating system is known for “DLL Hell” almost as much as its lack of
security. If you’d have used Google instead of running to this mailing
list the second you had a question you might have seen that plenty of
perfectly legitimate websites distribute this runtime library and the
hundreds of others. It wouldn’t surprise me at all if the latest
"Service Pack" (or whatever name Microsoft has been whitewashing over
nasty terms like “bug fix,”) contained this library or others like it.
You are free to distribute this file. It’s just their C runtime
library.

On Aug 26, 2004, at 11:51 AM, @stu_at_evilx.com wrote:

Hi everyone-

I recently upgraded to Visual Studio .Net and am new to SDL. Last
night I
sent my brother a beta of the game I’m working on to test. When he
tried
to run it he got an error, stating mscvr71.dll wasn’t found. This DLL
comes with Visual Studio .Net so he doesn’t have it, so I sent him the
DLL
and he put it in the game directory and it worked fine. My question
is is
there a switch somewhere in visual studio where I can turn off the
requirement for this DLL? And if not, will microsoft throw a hissy
fit if
I just include the DLL with my game distribution…wtf is this DLL
anyway,
is it for the debugger or all that BS .Net framework or what?

-thanks
jason


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

Wow…thanks for the l33t and witty answer! I’ll definitely be sure to
post all my newbie questions here in the future…

oh yeah I almost forgot…

Micro$oft $ux!

…am I cool now?

I’m gonna tell you the same thing I told … Cliff Bryant - DONT’ SPAM
THE LIST.

It’s okay, IMO, to bitch someone out, so long as your post actually
benefits the list - as in my post that actually ANSWERED YOUR FUCKING
QUESTION YOU PRICK.

Man I gotta keep away from the afternoon crowd - you guys are such
losers.On Aug 26, 2004, at 3:57 PM, stu at evilx.com wrote:

-jason

On Thu, 26 Aug 2004, Donny Viszneki wrote:

Have you ever even /used/ Windows before? I mean, really, that
operating system is known for “DLL Hell” almost as much as its lack of
security. If you’d have used Google instead of running to this mailing
list the second you had a question you might have seen that plenty of
perfectly legitimate websites distribute this runtime library and the
hundreds of others. It wouldn’t surprise me at all if the latest
"Service Pack" (or whatever name Microsoft has been whitewashing over
nasty terms like “bug fix,”) contained this library or others like it.
You are free to distribute this file. It’s just their C runtime
library.

On Aug 26, 2004, at 11:51 AM, stu at evilx.com wrote:

Hi everyone-

I recently upgraded to Visual Studio .Net and am new to SDL. Last
night I
sent my brother a beta of the game I’m working on to test. When he
tried
to run it he got an error, stating mscvr71.dll wasn’t found. This
DLL
comes with Visual Studio .Net so he doesn’t have it, so I sent him
the
DLL
and he put it in the game directory and it worked fine. My question
is is
there a switch somewhere in visual studio where I can turn off the
requirement for this DLL? And if not, will microsoft throw a hissy
fit if
I just include the DLL with my game distribution…wtf is this DLL
anyway,
is it for the debugger or all that BS .Net framework or what?

-thanks
jason


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

Wow…thanks for the l33t and witty answer! I’ll definitely be sure to
post all my newbie questions here in the future…

oh yeah I almost forgot…

Micro$oft $ux!

…am I cool now?

I’m gonna tell you the same thing I told … Cliff Bryant - DONT’ SPAM
THE LIST.

It’s okay, IMO, to bitch someone out, so long as your post actually
benefits the list - as in my post that actually ANSWERED YOUR FUCKING
QUESTION YOU PRICK.

Man I gotta keep away from the afternoon crowd - you guys are such
losers.

Man… What is it about today? Is it a world wide thing? I spent half an
hour writing a blistering reply to a guy who seemed to be complaining
’cause I only answered half his question… I deleted it before I sent
it though. I reread his post before I hit send and realized he was just
frustrated because he still had a problem to solve.

I think the whole world must be edgy today.

I switched to decaf and now I can’t blame my edginess on coffee. I
should switch back just so I don’t have to blame myself, right?

Take a deep breath, hold it, let it out slowly. Count to 6 while
breathing in, hold for 3, and out for 6. Repeat until mellow. I feel
much better now. :slight_smile:

		Bob PendletonOn Thu, 2004-08-26 at 15:06, Donny Viszneki wrote:

On Aug 26, 2004, at 3:57 PM, stu at evilx.com wrote:

-jason

On Thu, 26 Aug 2004, Donny Viszneki wrote:

Have you ever even /used/ Windows before? I mean, really, that
operating system is known for “DLL Hell” almost as much as its lack of
security. If you’d have used Google instead of running to this mailing
list the second you had a question you might have seen that plenty of
perfectly legitimate websites distribute this runtime library and the
hundreds of others. It wouldn’t surprise me at all if the latest
"Service Pack" (or whatever name Microsoft has been whitewashing over
nasty terms like “bug fix,”) contained this library or others like it.
You are free to distribute this file. It’s just their C runtime
library.

On Aug 26, 2004, at 11:51 AM, stu at evilx.com wrote:

Hi everyone-

I recently upgraded to Visual Studio .Net and am new to SDL. Last
night I
sent my brother a beta of the game I’m working on to test. When he
tried
to run it he got an error, stating mscvr71.dll wasn’t found. This
DLL
comes with Visual Studio .Net so he doesn’t have it, so I sent him
the
DLL
and he put it in the game directory and it worked fine. My question
is is
there a switch somewhere in visual studio where I can turn off the
requirement for this DLL? And if not, will microsoft throw a hissy
fit if
I just include the DLL with my game distribution…wtf is this DLL
anyway,
is it for the debugger or all that BS .Net framework or what?

-thanks
jason


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

±-------------------------------------+

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Cliff Bryant wrote:
| Or indeed you could just be nice and say:
|
| You are free to distribute this file. It’s just their C runtime library.
| Checkout Google for a download site.

To be fair to Donny this is your classic “it would have taken you less
time to just Google for the answer” situation. Maybe Donny was a bit
harsh with the answer given, but I know the feeling you get after lots
of people have asked questions that could have been answered by just
using Google, perhaps you haven’t had experience with it but it’s
incredibly frustrating and I’m not suprised at the answer provided.

After being in the situation lots of times I’ve come to live by the
slogan “it’s better to teach somebody how to find the answer themselves,
rather than telling them the answer”. In short, I tell people how to
find the answer for simple questions rather then telling them the answer
straight.

| Like you’ve never had a library issue with Linux either!

That wasn’t mentioned. I’m sure Donny has had Linux library issues,
but I’d also wager that Windows has more DLL issues than Linux :wink:


http://www.mattsscripts.co.uk/
~ - A great source for free CGI and stuff

BOFH Excuse #234:

Someone is broadcasting pygmy packets and the router doesn’t know how
to deal with them.
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Version: GnuPG v1.2.5 (GNU/Linux)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFBLmX5ms1059AAPcwRAr/HAJ9o3HKyelgnN4i0iZARc0L4qZE14gCcD5xc
0wViZm4KVMwjsZqHjJX/bxM=
=5fpg
-----END PGP SIGNATURE-----

$glxinfo | grep direct
direct rendering: Yes

It works…so then what else could be the problem? And glxgears gives
me around 2,500 FPS (although there appears to be some weird glich every
2 seconds or so). Well, at the very least I’m glad to learn that I don’t
have to go thru the hell of installing ATI’s crappy drivers again.

Bob Pendleton wrote:> On Thu, 2004-08-26 at 07:29, Tyler Olsen wrote:

Mostly it is just X11. The info you dumped tells you what the SDL

graphics routines have to work with. If you use OpenGL, then you get to
use all the neat things on your video card. Try running glxinfo to find
out what you really have available. If that doesn’t show all you video
card goodies then you don’t have your video card properly configured.

  Bob Pendleton

Hmm, I see. Well I don’t use OpenGL for this program (at least not yet).
glxinfo displays a bunch of stuff that I’m not going to copy over unless
someones wants me to, but it does say:

OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 9700 Generic
OpenGL version string: 1.3 (X4.3.0-3.9.0)

If you have an ATI card then this is probably correct. It doesn’t tell
you the type of the card, just the name of the render implementation.

Try running glxgears. It it runs fast, your card is correctly
configured. The definition of “fast” depends on a lot of factors. I get
about 900 fps, but, if video synch were enabled I would get about 80.

  Bob Pendleton


Tyler Olsen - Lead Developer
Hero of Allacrost: http://www.allacrost.org

Next on Fox: "When Hypocrisy ATTACKS!"On Thu, Aug 26, 2004 at 04:06:38PM -0400, Donny Viszneki wrote:

I’m gonna tell you the same thing I told … Cliff Bryant - DONT’ SPAM
THE LIST.

It’s okay, IMO, to bitch someone out, so long as your post actually
benefits the list - as in my post that actually ANSWERED YOUR FUCKING
QUESTION YOU PRICK.

Man I gotta keep away from the afternoon crowd - you guys are such
losers.


Glenn Maynard

Okay folks, clean it up. Bitching and cursing is not appropriate for this list.

Thanks,
-Sam Lantinga, Software Engineer, Blizzard Entertainment

I’ve been working with SDL for 2 months and so far everything seems to
be working great, but a couple days ago I wrote a function to try
printing out information about my system and I got some really
unexpected results. Here is the C++ code (this is for Debian Linux):

[no hardware acceleration snipped]

This is in the FAQ:
http://www.libsdl.org/faq.php?action=listentries&category=2#20

Q: I have an accelerated video card, but SDL tells me that that I have zero video memory and no acceleration!
Note that this has nothing to do with 3D acceleration, just 2D hardware acceleration support in the underlying operating system video drivers.
If you want hardware acceleration on Linux, you can use the DGA driver (fullscreen-only, under X11) or the framebuffer console driver (fullscreen-only, under the console). See the Linux FAQ for more information on using these drivers.

If you want hardware acceleration on Windows, make sure SDL is built with DirectX support and run your program in fullscreen mode.

An excellent article by Bob Pendleton covering SDL hardware surfaces is available at the O’Reilly Network

See ya,
-Sam Lantinga, Software Engineer, Blizzard EntertainmentA: Not all display targets can make use of hardware acceleration. In particular, this is the case for the X11 target which always presents you with a software framebuffer. Your video memory will always be reported to be zero if no acceleration is available.

| Like you’ve never had a library issue with Linux either!

That wasn’t mentioned. I’m sure Donny has had Linux library issues,
but I’d also wager that Windows has more DLL issues than Linux :wink:

You know, I used to have lots a library issues with Linux. Then… (get
ready for the plug)… I switched to Debian. No more library issues.

	Bob PendletonOn Thu, 2004-08-26 at 17:36, Matt Wilson wrote:

http://www.mattsscripts.co.uk/
~ - A great source for free CGI and stuff

BOFH Excuse #234:

Someone is broadcasting pygmy packets and the router doesn’t know how
to deal with them.
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.2.5 (GNU/Linux)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFBLmX5ms1059AAPcwRAr/HAJ9o3HKyelgnN4i0iZARc0L4qZE14gCcD5xc
0wViZm4KVMwjsZqHjJX/bxM=
=5fpg
-----END PGP SIGNATURE-----


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

±-------------------------------------+

$glxinfo | grep direct
direct rendering: Yes

It works…so then what else could be the problem? And glxgears gives
me around 2,500 FPS (although there appears to be some weird glich every
2 seconds or so).

Glxgears runs full out. It takes up 100% of the CPU. The "weird glitch"
is most likely the OS cutting in and running housekeeping code and
letting other applications run a bit.

That is why it is important for animation code to not use 100% of the
CPU.

	Bob PendletonOn Thu, 2004-08-26 at 14:02, Tyler Olsen wrote:

Well, at the very least I’m glad to learn that I don’t
have to go thru the hell of installing ATI’s crappy drivers again.

Bob Pendleton wrote:

On Thu, 2004-08-26 at 07:29, Tyler Olsen wrote:

Mostly it is just X11. The info you dumped tells you what the SDL

graphics routines have to work with. If you use OpenGL, then you get to
use all the neat things on your video card. Try running glxinfo to find
out what you really have available. If that doesn’t show all you video
card goodies then you don’t have your video card properly configured.

  Bob Pendleton

Hmm, I see. Well I don’t use OpenGL for this program (at least not yet).
glxinfo displays a bunch of stuff that I’m not going to copy over unless
someones wants me to, but it does say:

OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 9700 Generic
OpenGL version string: 1.3 (X4.3.0-3.9.0)

If you have an ATI card then this is probably correct. It doesn’t tell
you the type of the card, just the name of the render implementation.

Try running glxgears. It it runs fast, your card is correctly
configured. The definition of “fast” depends on a lot of factors. I get
about 900 fps, but, if video synch were enabled I would get about 80.

  Bob Pendleton


±-------------------------------------+

Sam Lantinga wrote:

This is in the FAQ:
http://www.libsdl.org/faq.php?action=listentries&category=2#20

Q: I have an accelerated video card, but SDL tells me that that I

underlying operating system video drivers. If you want hardware
acceleration on Linux, you can use the DGA driver (fullscreen-only,
under X11) or the framebuffer console driver (fullscreen-only, under
the console). See the Linux FAQ for more information on using these

The above seems to be incorrect to me.

I’ve been working with SDL and the framebuffer for an STPC platform. As
far as I can tell the framebuffer code is not really acclearated. Some
console text operations are acclerated but things like hardware assisted
fills or line drawing are not avalilable to SDL via the fbcon backend.
The SDL framebuffer backend has the function call for things like
UpdateRects, FillHWRect, and CheckHWBlit set to NULL.

You have to use the SDL direct-fb backend if you want fbcon acceleration
but there are only a couple of direct-fb drivers currently.

Hi,

As somebody “politely” said, it’s the CRT.
It replaces msvcrt.dll (which currently is included in Windows), and it may
be included in future Windows versions. You may (should) distribute it.
Since SDL is linked to msvcrt.dll i don’t think it makes a difference if
you use the static lib (LIBCMT.LIB with option /MT). Then there wouldn’t be
any dll to distribute.
But it would be safer to use dynamic linking and recompile SDL with msvc
7.1, so that all the resources you share with SDL are guaranteed to be
referenced from the same CRT module :slight_smile:

For more info and a better explanation:
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vclib/html/_crt_c_run.2d.time_libraries.asp

At 10:51 26/08/2004 -0500, you wrote:>Hi everyone-

I recently upgraded to Visual Studio .Net and am new to SDL. Last night I
sent my brother a beta of the game I’m working on to test. When he tried
to run it he got an error, stating mscvr71.dll wasn’t found. This DLL
comes with Visual Studio .Net so he doesn’t have it, so I sent him the DLL
and he put it in the game directory and it worked fine. My question is is
there a switch somewhere in visual studio where I can turn off the
requirement for this DLL? And if not, will microsoft throw a hissy fit if
I just include the DLL with my game distribution…wtf is this DLL anyway,
is it for the debugger or all that BS .Net framework or what?

-thanks
jason