[SDL] SDL_CreateSurfaceFrom crashes
kixdemp at gmail.com
Thu Aug 9 07:06:27 PDT 2007
> Uh - why?
Because I'm dumb and thought it would cause conflicts with Lua... XD
I made it a pointer and uppercased the 'B'.
And this code:
/* Create a 32-bit surface with the bytes of each pixel in R,G,B,A
order, as expected by OpenGL for textures */
Uint32 rmask, gmask, bmask, amask;
/* SDL interprets each pixel as a 32-bit number, so our masks must
depend on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
Base = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
rmask, gmask, bmask, amask);
provides per-surface alpha (nothing is displayed at first, then if I
fill it with black my objects show over a black background, if I fill it
with 50% white then it shows the same thing but transparent), and I need
Also, that same code, for some reason makes blitting slow... :-/
Maybe I'm missing some depth conversions? Doesn't SDL convert all
surfaces to screen depth upon creation? Or must I do that? What about
images loaded with IMG_Load(...)?
Thanks all of you for helping this noob in despair!
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