[SDL] Question about RLEACCEL-Bug
Torsten Giebl
wizard at syntheticsw.com
Sun Jul 1 05:53:51 PDT 2007
Hello !
> Thanks for the quick answer, but I tried that. :) The game segfaults even
> with the "locked" surface.
Did you try it the EXACT same way as in the docs ?
>>>>>>>>>>>>>>>>>
void DrawPixel(SDL_Surface *screen, Uint8 R, Uint8 G, Uint8 B)
{
Uint32 color = SDL_MapRGB(screen->format, R, G, B);
if ( SDL_MUSTLOCK(screen) ) {
if ( SDL_LockSurface(screen) < 0 ) {
return;
}
}
switch (screen->format->BytesPerPixel) {
case 1: { /* Assuming 8-bpp */
Uint8 *bufp;
bufp = (Uint8 *)screen->pixels + y*screen->pitch + x;
*bufp = color;
}
break;
case 2: { /* Probably 15-bpp or 16-bpp */
Uint16 *bufp;
bufp = (Uint16 *)screen->pixels + y*screen->pitch/2 + x;
*bufp = color;
}
break;
case 3: { /* Slow 24-bpp mode, usually not used */
Uint8 *bufp;
bufp = (Uint8 *)screen->pixels + y*screen->pitch + x;
*(bufp+screen->format->Rshift/8) = R;
*(bufp+screen->format->Gshift/8) = G;
*(bufp+screen->format->Bshift/8) = B;
}
break;
case 4: { /* Probably 32-bpp */
Uint32 *bufp;
bufp = (Uint32 *)screen->pixels + y*screen->pitch/4 + x;
*bufp = color;
}
break;
}
if ( SDL_MUSTLOCK(screen) ) {
SDL_UnlockSurface(screen);
}
SDL_UpdateRect(screen, x, y, 1, 1);
}
>>>>>>>>>>>>>>>>>>>
CU
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