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<0> Is SDL 1.3 going to introduce a way to easily manipulate GL contexts internally?
<1> hi there, I just ported SDL to Plan 9, it is still a bit rough on the edges (only took me a few hours so far) but I was wondering what is the standard procedure to have a new port integrated into the main tree...
<2> Hiya
<2> When you're using SDL for 2D, do you usually require the surface used for drawing to be a specified BPP, or od you account for varying BPPs in your code+
<2> Currently I cast surface->pixels to unsigned char *, then do pixels[(x + y * surface->w) * surface->format->BytesPerPixel + surface->format->Rshift / 8] = 0xFF (to set red, e.g.)
<2> But it's pretty nasty.
<2> Anyone have any cleaner solutions?
<1> daxxar: no, sorry, I have no clue about the SDL client api, I only hacked on the backend so far :)
<1> but your way doesn't sound like a very good idea..
<2> I didn't think so either.
<1> if you get a choice of bpp, I would use 32bit everywhere, and be done with it..
<2> Well, I'm the sole creator of this app, it's a small 2d multiplayer game I'm craeting.
<2> Are there any issues running winowed mode with a different bpp than the desktop?



<2> windowed.
<1> there should not be...
<1> but then, in the Plan 9 video driver I just implemented 32bit depth and to hell with it ;P (who is not running 32bit depth this days anyway?)
<3> sdl will just convert it anyway, but if your already using software surfaces you'll always get the final updaterect blit overhead
<2> I'm using HW surface
<2> Shouldn't I be?
<2> :o
<3> if your running windowed you'll most likely be having a software surface for most backends
<2> Okay
<1> I'm going to sleep, if someone wants to take a look at the Plan 9 port here is a tarball: http://plan9.bell-labs.com/sources/contrib/uriel/sdl-1.2.11-test.tgz (very rough, just wanted to get it running)
<2> Hm, is there any simple way to rotate aSurface?
<2> I'm creating a game, and I'm going to blit a "sprite" to the videoscreen, but the player should be able to rotate it.
<2> Hm, the ml talks about SDL_rotozoom which I can't find on the libraries list. GOing to look into SDL_gfx though
<2> Oh, rotozoomer is a part of sdl_gfx ;P
<3> part of yeh :)
<2> One usually uses SDL_FillRect to 'clear' the screen?
<2> SDL_Rect r; r.x = 0; r.y = 0; r.w = surface->w; r.h = surface->h; SDL_FillRect(surface, &r, 0)
<3> or use NULL as rectangle for the full screen
<4> Usually SDL_FillRect(surface, NULL, SDL_MapRGB(surface->format, r, g, b))
<2> Ah, thanks.
<5> hello
<2> Hi
<5> I'm new to SDL
<5> I followed this tutorial (which is great btw): http://cone3d.gamedev.net/cgi-bin/index.pl?page=tutorials/gfxsdl/tut1
<5> my question is, I need to draw a bitmap to the screen, but I already have my code to load images
<5> for now I'm using DrawPixel function (from that tutorial)
<5> buw I think it would be more efficient to create a new surface with the image and then blitting...
<2> You're loading an image from file, then looping over it and calling the DrawPixel thing? :o
<5> sort of... :<
<2> Well, yes. Blitting is probably a better idea. How're you loading the image?
<2> I can reccomend SDL_image ;-)
<2> recommend*
<5> hey it's like second thing I do on SDL, first one was that yellow/blue gradient on the tutorial :)
<2> Hehe, of course, if I sound rude, I do not mean it. I'm not very experienced with SDL either. :-O)
<2> :-)*
<5> SDL_image... yeah, but I'm already doing this in a different way
<5> the way my code is done now, it's like I'm adding SDL as a 'platform' :P
<2> Haha, that tutorial has a comment:
<2>
<2> ed
<2> wow a nice tut tho the language ****s partially i mean spelling etc. 'initally' wtf hurts my eyes well mby thats coz im not a native speaker so ive had to learn the precise way in which to spell wrds
<2>
<5> ...
<2> Gotta love people who comment on language but write stuff like "ive" and "wrds" and "mby". I hope he's being ironic.
<5> complain about his language AFTER looking at your own, ed!
<2> PovAddict, so you load an image to a memory-block, in plain raw RGB(A)-format?
<5> the image loader and other parts of my game are already coded without SDL in a cross-platform way
<5> plain raw RGB, yeah



<5> I get them row by row (libjpeg)
<2> Yeah, then I'd recommend using SDL_CreateRGBSurface and loading directly into the pixel-buffer ther,e or using SDL_CreateRBGSurfaceFrom on the loaded data.
<5> exactly
<5> I use SDL_CreateRGBSurface and then I don't know how to load to pixel buffer ^^
<2> SDL_Surface *s = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 24, ...); loadFromImageToBuffer(s->pixels); ?
<5> ohh so I write to s->pixels directly?
<2> Yeah, but you might have to run SDL_LockSurface() before and SDL_UnlockSurface() after.
<2> (You can check SDL_MUSTLOCK(s) to see if it's required, it'll return 1 if you have to call SDL_LockSurface())
<5> been there done that :)
<5> I had to do that to draw to screen too
<2> I'm pretty fresh to SDL and 2d-stuff, so I don't know what the exact conditions for locking to be required is.
<2> I've mostly used SDL for OpenGL
<5> ok so...
<5> what's the format for s->pixels?
<5> RGBRGBRGBRGBRGBRGBRGB?
<2> Depends on s->format. :-)
<2> Read the docs on SDL_Format (iirc) to see how to figure it out.
<5> but, all rows are one next to the other?
<2> Yep
<2> s->format->Rshift, Bshift, etc.
<5> I ask because, for example in libjpeg an image is an array of *pointers* to rows
<2> Aha, okay. Both OpenGL and SDL wants it as one big chunk of data. :-)
<5> then the rows are RGBRGBRGB...
<5> kewl
<5> so, when my image_change callback is called from my game code, I put new data into the sdlsurface :)
<5> sounds simple
<5> hmm should I use SDL_MapRGB?
<5> nevermind, I dont need to use it since I set bpp explicitly :)
<5> question
<5> can I keep Amask to 0x00?
<5> it's 24bpp
<2> Probably, :-)
<2> I'm guessing you just set Amask to 0, BitsPerPixel to 24 and you should be there.
<5> I would like my IDE to be semitransparent and to be able to play MPEG in the background :P
<5> although MPEG playing uses video overlays usually, I don't think I can have a transparent text editor over that :P
<5> but still, programming in a semitransparent editor with www.electricsheep.org in background would look great ^^
<2> Use Linux and XGL. ;-)
<5> XGL <3
<5> !
<2> Should allow you to set any window as semitransparent, since it uses OGL for rendering stuff. ;-)
<5> actually I can put semitransparent stuff over electricsheep, but trans window flickersss
<5> HUGE flicker if window is big
<5> so... XGL <3
<2> :-)
<5> DARN
<5> my code wasn't working, turned out I was copying from the screen to the memory surface... parameter order mistake...
<5> that's much better \o/
<2> PovAddict, yay! \o/
<6> hi.
<6> is it possible to use the SDL without X?
<6> (under linux)
<6> all i want is hardware acceleration (opengl) without having to use X
<7> nope.
<5> hello again :)
<5> what happens if I use SDL_BlitSurface to draw to the screen, and I use negative or off-screen rects?
<5> will it clip the non-visible parts or go and corrupt some memory? :D


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