[SDL] RotoZoom is great, but...
SlntHero at aol.com
SlntHero at aol.com
Sat Sep 2 09:39:49 PDT 2006
MORE INFORMATION FROM TESTING:
game crashes ONLY when the new RotoZoomed BMP is NOT completely on screen
(ie: entire BMP does not fit completely in SDL screen w,h)
any thoughts ?
void Visuals::DisplayBMPonScreenBufferRotoZoom(Sint8 spriteNumber, Sint16
xScreenPos, Sint16 yScreenPos, double angle, double zoom)
{
SDL_Rect destinationRectangle;
destinationRectangle.x = xScreenPos;
destinationRectangle.y = yScreenPos;
SDL_Surface *temp = SpriteBMP[spriteNumber];
SDL_Surface *temp2 = rotozoomSurface(temp, angle, zoom, 0);
temp->clip_rect.x = 0;
temp->clip_rect.y = 0;
temp->clip_rect.w = 640;
temp->clip_rect.h = 480;
temp2->clip_rect.x = 0;
temp2->clip_rect.y = 0;
temp2->clip_rect.w = 640;
temp2->clip_rect.h = 480;
destinationRectangle.w = temp2->w;
destinationRectangle.h = temp2->h;
destinationRectangle.x -= (temp2->w / 2);
destinationRectangle.y -= (temp2->h / 2);
SDL_BlitSurface(temp2, NULL, Screen, &destinationRectangle);
// SDL_FreeSurface(temp);
// SDL_FreeSurface(temp2);
JeZ+Lee
_SLNTHERO at AOL.com_ (mailto:SLNTHERO at AOL.com)
_www.SilentHeroProductions.com_ (http://www.SilentHeroProductions.com)
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