[SDL] SDL_OPENGLBLIT and colorkeying?
Daniel Vogel
666 at grafzahl.de
Sat Jun 2 23:45:17 PDT 2001
In theory someone could rewrite SDL_OPENGLBLIT as the NVIDIA drivers have a
fastpath for things like that now which should make it faster and the code
cleaner. They also support parts of the ARB_imaging extension now :)
I initially wrote the code for the port of the Building Architect Tool (Sim
City 3000 Unlimited) so time was limited. There definitely is enough room
for improvemt in the code ;)
- Daniel Vogel, Programmer, Epic Games Inc.
> -----Original Message-----
> From: owner-sdl at lokigames.com [mailto:owner-sdl at lokigames.com]On Behalf
> Of Mattias Engdegård
> Sent: Friday, June 01, 2001 5:12 AM
> To: sdl at lokigames.com
> Subject: Re: [SDL] SDL_OPENGLBLIT and colorkeying?
>
>
> >I know using SDL_OPENGLBLIT is slow and all, but as a first step of
> >converting an app over to using OpenGL for everything, I thought I would
> >try SDL_OPENGLBLIT just so I could see everything (albeit slower than it
> >should be). Anyway, it works except that none of the colorkeying works
> >(the transparent color is showing up in the blit). Is this a known
> >limitation of SDL_OPENGLBLIT or am I doing something wrong?
>
> I think it should work - note that when using OPENGLBLIT, the "screen"
> surface has an alpha channel. Exactly what format (depth and RGBA masks)
> do your source and destination surfaces have? Do you use RLE? Is
> SDL_SRCALPHA set on the source surface?
>
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