[SDL] SDL 2.0.1 RC1

Sam Lantinga slouken at libsdl.org
Tue Oct 22 20:46:15 PDT 2013

SDL_UpdateYUVTexture() just allows you to update the texture without having
to make sure your Y, U, and V planes are in a contiguous block of memory.
 It otherwise works just like the normal texture update function and you
would use it the same way with the same textures.

The only time this is advantageous is if your video decoder returns
separate YUV planes, and you can avoid a buffer copy.  Otherwise it doesn't

On Tue, Oct 22, 2013 at 6:01 AM, Gabriele Greco <gabriele.greco at darts.it>wrote:

> ------------------------------------------------
>> General:
>> * Added an API to get common filesystem paths in SDL_filesystem.h:
>>     SDL_GetBasePath(), SDL_GetPrefPath()
> Great addictions! I'll add some examples about SD_GetPrefPath in iOS and
> Android and the other supported platforms not documented, since it's not
> obvious where the files are places on every platform, and it should be
> since the programmer should be able to find the file he just wrote for
> debugging purposes :)
> I find GetBasePath() particulary helpful on OSX where I always have to add
> some not-cross-platform "glue" to find the resources inside the application
> bundle...
>>  * Added an API to do optimized YV12 and IYUV texture updates:
>>     SDL_UpdateYUVTexture()
> I've just updated the HG to head, and looking at the function
> documentation in SDL_render.h I cannot understand if the preferred method
> to update a LIVE YUV texture is using this function or allocating a
> streaming texture in YUV format and updating it with lock/unlock surface.
> I'm doing this way to update 24 CIF live H.264 videos in the same full HD
> full screen window and works without a glitch (no frame skips) at 25fps on
> a i5, using SDL_UpdateYUVTexture can I gain something or it's better to
> stick to the actual streaming surface code considering that I have to
> update a lot of textures, and possibly 25 times per second?
> iOS:
>> * Fixed status bar visibility on iOS 7
>> Great, I was waiting for this to release the 1.1 version of my soccer
> game :)
>> Android:
>> IMPORTANT: You MUST get the updated SDLActivity.java to match C code
> Sigh, I find really annoying the fact SDLActivity changes in SDL require
> changes to my application, I remember someone posted a method to avoid
> "touching" SDL activity, but I don't find the post, can someone give me a
> pointer?
> --
> Bye,
>  Gabry
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