[SDL] color key broken in glSDL?
James Gregory
james.jrg at gmail.com
Sat Oct 14 13:21:25 PDT 2006
On 10/13/06, David Olofson <david at olofson.net> wrote:
> On Friday 13 October 2006 14:49, James Gregory wrote:
> [...]
> > The game runs in RGBA, the image I was loading just happened to not
> > have an alpha channel.
>
> That is, you're using alpha blending with RGBA normally, but you want
> colorkeying for this particular surface, becaues it doesn't have an
> alpha channel?
>
> Proper solution:
> Don't use RGBA surfaces when dealing with colorkeying.
>
> Easy way out:
> Fire up GIMP, PhotoShop or whatever and convert the
> offending image(s) to RGBA format.
>
Yes, that is indeed my problem. I can see why it makes sense not to
support color keying for RGBA surfaces, though it is worth noting that
it works with normal SDL but not with glSDL.
On an entirely separate point, glSDL's SetVideoMode leaks memory if
you call it more than once whilst an application is running. Most of
this memory leak is because calling SetVideoMode a second time
allocates fake_screen without freeing the old fake_screen first,
though there seems to be another leak of about 50kb that I can't work
out.
James
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