[SDL] how to draw an image mirrored?

Alex Barry alex.barry at gmail.com
Mon Jul 12 10:18:47 PDT 2010

Mason, you seem to be ignoring one fact - that's all new devices.  The
average joe usually doesn't have the most up-to-date system, and may or may
not have a hardware accelerated system available to them.  I would say it's
a safe bet that if they don't have a computer that's hardware accelerated,
they likely don't have a hand-held device that is either.
Flipping an image is almost certainly not hardware dependent - it's all
about pixel order.  All Sam is saying is that mirroring an image takes a few
more steps than just saying SDL_MirrorTexture( source, dest, flags );
Right now, I'm not using 1.3 for the sake that I'm awaiting the official
release, so I'm not sure on the exact setup, but your best bet is to go into
the win32/linux/mac native code, using their respective backends, and seeing
if it's possible to mirror a surface with those APIs, in which case, it'll
take care of all the dirty work.

Take care,

On Mon, Jul 12, 2010 at 1:08 PM, Mason Wheeler <masonwheeler at yahoo.com>wrote:

> >From: Sam Lantinga <slouken at libsdl.org>
> >Subject: Re: [SDL] how to draw an image mirrored?
> >
> >SDL currently doesn't support this.  It would involve lots of hacking
> >of blitters (though it could be done!)
> >
> >If you think this is a really important feature, feel free to submit a
> >patch.  The real trick here is supporting things besides OpenGL.
> It's definitely an important feature, since I can't implement what I'm
> trying to implement without it.  It shouldn't be too hard to write up
> a patch.  The "real trick" is a stumbling block, though.
> I still don't understand that part.  AFAIK no new personal computer
> sold this century has been without hardware-accelerated video.  No
> non-personal computer platform we're going to target (smartphones
> and video game consoles) comes without hardware-accelerated
> OpenGL or GL ES.  It's becoming more and more apparent that
> trying to support other backends is holding SDL back.
> Since SDL 1.3 isn't going to be used on any system without
> hardware acceleration, is there any reason for it to support any
> backends other than OpenGL, OpenGL ES and Direct3D?  Any
> reason at all?  A couple years ago, when SDL 1.3 was still in the
> planning and early development phase, there was a lot of talk on here
> about removing unnecessary features (CD audio, for example) and
> breaking backwards compatibility where it would hold SDL back.  Let's
> put that into practice WRT renderer backends and make SDL 1.3 a
> library for the 2010s, not the 1990s.
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