[SDL] color key broken in glSDL?
David Olofson
david at olofson.net
Sat Oct 14 14:20:21 PDT 2006
On Saturday 14 October 2006 22:21, James Gregory wrote:
[...]
> Yes, that is indeed my problem. I can see why it makes sense not to
> support color keying for RGBA surfaces,
Actually, they're two different features, and they are not inherently
mutually exclusive. However, it's not obvious whether colorkeying
should consider the alpha channel or not.
> though it is worth noting
> that it works with normal SDL but not with glSDL.
Well, it appears that SDL ignores the alpha channel then. If that's
correct, then glSDL is clearly doing the wrong thing here.
> 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,
Oops... Well, that should be a trivial fix. (Still not fixed in my
version, AFAICT.) Thanks for reporting it.
> though there seems to be another leak of about 50kb that I can't
> work out.
Other surfaces or something?
There have been issues with glSDL_TexInfo structs and whatnot before,
and I'm not sure I've found all of them. Horrible mess trying to
manage these things in parallell with surfaces without any real
hooks, but that's what you get with a thin wrapper like this.
Time for Valgrind, I think...
//David Olofson - Programmer, Composer, Open Source Advocate
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