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    <description/>
    <syn:updatePeriod>hourly</syn:updatePeriod>
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    <syn:updateBase>1901-01-01T00:00+00:00</syn:updateBase>
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        <rdf:li rdf:resource="http://comments.gmane.org/gmane.comp.lib.sdl/56324"/>
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    <image rdf:resource="http://gmane.org/img/gmane-25t.png"/>
    <textinput rdf:resource=""/>
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  <image rdf:about="http://gmane.org/img/gmane-25t.png">
    <title>Gmane</title>
    <url>http://gmane.org/img/gmane-25t.png</url>
    <link>http://gmane.org</link>
  </image>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56448">
    <title>work in progress: a simple library to render dynamic text</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56448</link>
    <description>&lt;pre&gt;Check out http://lackeyccg.com/code/ for a user-friendly way to render dynamic text.

http://lackeyccg.com/code/MainREADME.cpp explains how it works.

This is a work in progress and feedback is appreciated. You should be able to very easily incorporate the text drawing functions in any SDL/SDL_ttf equipped project, or at least that is the goal.




_______________________________________________
SDL mailing list
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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>Trev</dc:creator>
    <dc:date>2012-05-26T12:16:50</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56443">
    <title>Problem with SDL SDL_RWops "magic" for Android</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56443</link>
    <description>&lt;pre&gt;Hi all,

Finally gathered up the courage to give music streaming on Android another
try. On Android SDL_RWFromFile cleverly reads from the APK archive's assets
folder via the JNI. This is great, but for streaming music it's a problem
because it's not thread-safe. This shouldn't surprise anyone: streaming
data from a zip file, through java, the JNI, SDL, SDL_mixer... it's a
recipe for disaster. As a result I'm exporting the files I want to stream
to the sdcard first, then streaming them (safely) from there.

At least that's the idea. Trouble is Mixer_LoadMUS itself calls upon
SDL_RWFromFile, hence Mixer_LoadMUS("/sdcard/data/music.ogg") calls
SDL_RWFromFile("/sdcard/data/music.ogg") which, unless I've very much
mis-read the situation, goes looking for "/sdcard/data/music.ogg" in the
assets folder of the APP (?). The code that does this trick is *line 448 of
SDL_rwops.c

**#if defined(ANDROID)
    rwops = SDL_AllocRW();
    if (!rwops)
        return NULL;            /* SDL_SetError already setup by
SDL_AllocRW() */
    if (Android_JNI_FileOpen(rwops, file, mode) &amp;lt; 0) {
        SDL_FreeRW(rwops);
        return NULL;
    }
    rwops-&amp;gt;seek = Android_JNI_FileSeek;
    rwops-&amp;gt;read = Android_JNI_FileRead;
    rwops-&amp;gt;write = Android_JNI_FileWrite;
    rwops-&amp;gt;close = Android_JNI_FileClose;*

It is called from line *46 of music_ogg.c*

*/* Load an OGG stream from the given file */*
*OGG_music *OGG_new(const char *file)*
*{*
*    SDL_RWops *rw;*

*    rw = SDL_RWFromFile(file, "rb");*
*    if ( rw == NULL ) {*
*        SDL_SetError("Couldn't open file %s", file);*
*        return NULL;*
*    }*
*    return OGG_new_RW(rw);*
*}*


It would be handy if the JNI file operations were used only for filenames
in the working directory, so without the initial '/'. Hence
*SDL_RWFromFile(const
char *file, const char *mode)*, if Android is defined, could check file[0]
== '/' .
I'm not sure how to implement this though: I'd need to tell the RWOps
struct that in this case, it should use the standard C fread, fseek, etc
operations, which work for Android. Until this is done *Mix_LoadMUS* isn't
going to work. I'm also had some problems with *fread(magic, 4, 1, fp)* on
Android (won't read 4 bytes? why?), though *fread(moremagic, 8, 1, fp)*works.

Long story short, either I load from the filesystem and mixer redirects the
search to the wrong place because of rwops, or I load using rwops from the
apk archive, in which case streaming is unsafe and the app crashes after
about 5 seconds (potentially longer... if you're Irish and wearing a vest
made of 4-leaf clovers).

William

PS - oh, another thing: &amp;lt;uses-permission
android:name="android.permission.WRITE_EXTERNAL_STORAGE"/&amp;gt; must be included
in the manifest or you can't use fopen in write mode ;)
_______________________________________________
SDL mailing list
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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>William Dyce</dc:creator>
    <dc:date>2012-05-25T23:12:02</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56418">
    <title>iPad keyboard with SDL2?</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56418</link>
    <description>&lt;pre&gt;Is there any way to control and interact with the keyboard GUI on the iPad/iPhone with SDL2? It would be cool if there was a function to show and hide it, and when text is entered for some sort of SDL_KeyboardEvent to be triggered. But I couldn't find any current way to do this via SDL2.

I suppose I could implement my own keyboard GUI, but that seems like reinventing the wheel.
I suppose I could use some non-SDL code to show/hide the keyboard, but it would be cool if these were more closely integrated with SDL somehow so all iPad/iPhone developers had a standardized way to implement keyboard functionality.




_______________________________________________
SDL mailing list
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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>Trev</dc:creator>
    <dc:date>2012-05-25T03:09:11</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56417">
    <title>SDL2 + OpenGL+ SDL_ttf and rendering text question</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56417</link>
    <description>&lt;pre&gt;I am porting my program from mac/windows to the iPad. Up until now, I have been using the GLUT functions for drawing text, such as:
glutBitmapCharacter (GLUT_BITMAP_HELVETICA_10,theString[i]);

But those functions are not supported on the iPad, so I am trying to use SDL_ttf for text.

There are 2 examples that demonstrate SDL_ttf.
http://lackeyccg.com/glfont.c shows how things are done with OpenGL.
http://lackeyccg.com/showfont.c shows how things are done with just SDL.
I'm not sure what is the better method for my uses.

I am using text for essentially 3 kinds of uses:

Labels for things like buttons and menus.
[img]ühttp://lackeyccg.com/SDL_ttfNonDynamicText.jpg[/img]

Text for text fields.
ü[img]ühttp://lackeyccg.com/SDL_ttfDynamicText.jpg[/img]

And text labels that appear in 3D space. (The text itself is flat, but it appears in 3D OpenGL space.)
üü[img]ühttp://lackeyccg.com/SDL_ttf3DText.jpg[/img]

If I understand things correctly, with SDL_ttf, fonts are loaded and then you can use those fonts to create surface images, or load those images into opengl which you can refer to later by the texture id. In either case, it seems like you need to store a unique image in memory for each unique bit of text. Alternatively, you can generate this image every time you display the text, but it seems like generating the image every display cycle, while simpler to implement, would be a drag on the system. Is that correct, or could I simply generate everything I need every display cycle and not suffer a performance hit?
What I think might be the best thing to do is create some persistent record of all text images. Whenever a new word or phrase is needed (or with different style, like italics or bold) then a new entry to the record is added for that surface image (or opengl texture id). This is pretty straight-forward for something like a button label, but a text field seems to be more complicated. I think the best approach for a text field would be to store in the record only those lines of the text field that are currently visible, and have a separate entry for each line.

Another idea is to persistently store the images for all of a font's glyphs, and then generate any needed word or phrase by cobbling them together. I would hope that SDL_ttf does this for me somehow to save me all the work. I would love to be able to just call a function, passing it a string to display, its X,Y,Z coordinates, it's color, and size, and it would just draw it to the screen with all of the complex stuff like memory management and kerning all done behind the scenes. Does anyone know if anything like that already exists? All I can currently find is functions like TTF_RenderText_Solid that create a surface image that I then have to manage in a complex way as stated above.

As far as the text labels that appear in 3D space, I am not sure but I think this requires the opengl method like in the glfont.c example instead of the pure SDL method.

Does anyone have any suggestions for me? Do you think I am thinking about things in the right manner? How have you handled rendering both non-dynamic and dynamic text with SDL_ttf?

Any insight you have on this subject would be helpful.

Thanks in advance.

-Trevor




_______________________________________________
SDL mailing list
SDL&amp;lt; at &amp;gt;lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>Trev</dc:creator>
    <dc:date>2012-05-25T02:56:30</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56399">
    <title>Feature of SDL</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56399</link>
    <description>&lt;pre&gt;Hello guys

I think its time for a discussion to be made regarding the future of
SDL.From what i understand its almost ready for at least a Beta
release but no one is willing to fix remaining bugs.How do you think
this project shall continue? If Sam or Ryan don't have time to work on
the project any more, maybe its better to start thinking of ways to
continue the project in another way.It really makes me sad looking at
SDL not going forward any more.Sam,Ryan, What do you think?

Best Regards
Dimitris Zenios

p.s:I would like to here everybodys thoughts regarding this matter.
&lt;/pre&gt;</description>
    <dc:creator>Dimitris Zenios</dc:creator>
    <dc:date>2012-05-23T21:50:24</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56394">
    <title>SDL2 does not compile</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56394</link>
    <description>&lt;pre&gt;I have the same problem as in this thread: https://bbs.archlinux.org/viewtopic.php?id=137822

I hope this can be corrected.




_______________________________________________
SDL mailing list
SDL&amp;lt; at &amp;gt;lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>shad0w</dc:creator>
    <dc:date>2012-05-23T14:52:03</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56381">
    <title>SDL Threaded Input</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56381</link>
    <description>&lt;pre&gt;In a standard SDL Event loop, you poll events, then do some logic processing.

There was a patch a few months ago that added "timestamp" to the
SDL_Event structure.  Has anyone looked into using it to get more
precise input events?  It looks like it is set when the event is
created (when SDL_PumpEvents is called).

Would the best approach be multithreading, splitting the event
handling from the video handling?  From the wiki, it looks like
SDL_PumpEvents has to be called from the same thread that initialized
the graphics.


Nathan Coulson, Dreaming of keyboard input with more precision then the fps.
------
Location: British Columbia, Canada
Timezone: PST (-8)
Webpage: http://www.nathancoulson.com
&lt;/pre&gt;</description>
    <dc:creator>Nathan Coulson</dc:creator>
    <dc:date>2012-05-21T06:55:42</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56372">
    <title>Cant setup SDL_ttf</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56372</link>
    <description>&lt;pre&gt;Hello List,

tried to setup SDL_ttf many times cant get any real effort.
System VISTA64/MinGW/msys
SDL_mixer works.

Cant get FreeType to be installed.


_______________________________________________________-
output

$ make -f arch/win32/Makefile.gcc
make -C ../lib -f arch/win32/Makefile.gcc all
make[1]: Entering directory `/c/SDLtut/freetype-1.3.1/lib'
make -f arch/win32/Makefile.gcc LIB_FILES=OBJS_S libttf.a
make[2]: Entering directory `/c/SDLtut/freetype-1.3.1/lib'
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o arch/win32/freetype.o arch/win32/freetype.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxgasp.o extend/ftxgasp.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxkern.o extend/ftxkern.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxpost.o extend/ftxpost.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxcmap.o extend/ftxcmap.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxwidth.o extend/ftxwidth.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxsbit.o extend/ftxsbit.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxgsub.o extend/ftxgsub.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxgpos.o extend/ftxgpos.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxgdef.o extend/ftxgdef.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxopen.o extend/ftxopen.c
gcc -Wall -ansi -pedantic -O2 -s -Iarch/win32 -I. -Iextend -DNO_GETTEXT -c -o extend/ftxerr18.o extend/ftxerr18.c
del libttf.a
make[2]: del: Command not found
make[2]: [libttf.a] Error 127 (ignored)
ar src libttf.a arch/win32/freetype.o extend/ftxgasp.o extend/ftxkern.o extend/ftxpost.o extend/ftxcmap.o extend/ftxwidth.o
o extend/ftxopen.o extend/ftxerr18.o
make[2]: Leaving directory `/c/SDLtut/freetype-1.3.1/lib'
make[1]: Leaving directory `/c/SDLtut/freetype-1.3.1/lib'
gcc -Wall -ansi -O2 -g -I../lib -I../lib/arch/win32 -I. -I../lib/extend -c -o ftdump.o ftdump.c
ftdump.c: In function 'Print_Memory':
ftdump.c:172:1: error: pasting "." and "glyph_object" does not give a valid preprocessing token
ftdump.c:182:1: error: pasting "." and "first_instance" does not give a valid preprocessing token
ftdump.c:191:1: error: pasting "." and "second_instance" does not give a valid preprocessing token
ftdump.c:201:1: error: pasting "." and "face_object" does not give a valid preprocessing token
ftdump.c:202:1: error: pasting "." and "glyph_object" does not give a valid preprocessing token
ftdump.c:203:1: error: pasting "." and "second_instance" does not give a valid preprocessing token
ftdump.c: In function 'main':
ftdump.c:863:1: error: pasting "." and "initial_overhead" does not give a valid preprocessing token
ftdump.c:882:1: error: pasting "." and "face_object" does not give a valid preprocessing token
make: *** [ftdump.o] Error 1
_______________________________________________________________________________________

Is there an easier way, like a static lib?

Thank you if you are taking care.

Bye,
Lars_______________________________________________
SDL mailing list
SDL&amp;lt; at &amp;gt;lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>Lars Brämer</dc:creator>
    <dc:date>2012-05-19T11:32:44</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56369">
    <title>Licensing Question</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56369</link>
    <description>&lt;pre&gt;We're including SDL with a proprietary app and we'd like to make sure
we do this right.

The version we have developed with and would like to include is
labeled as 1.3, hg hash f3c34d3.

Would this fall under LGPL or zlib?

I presume since 1.3 is the dev branch that became 2.0 that it'd be
zlib, but I'd like to be sure.

If this isn't the place to ask this I'd appreciate a push in the
correct direction.

Thanks,
&lt;/pre&gt;</description>
    <dc:creator>Andrew Tarzwell</dc:creator>
    <dc:date>2012-05-18T19:47:57</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56367">
    <title>How to install the required components in Linux without rootpermission?</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56367</link>
    <description>&lt;pre&gt;Hi,

I have some stupid question as following, please feel free to correct me if
any inappropriate.

1. how to install sdl 1.2 for developing application using sdl, which parts
is required?
   source code?
   Runtime Libraraies?
   Development Libraries?

2. On a linux server, I don't a root permission, can I install them in my
local directory? I've tried rpm package, which seems to need root
permission because I got the error as "error: can't create transaction lock
on /var/lib/rpm/__db.000". Can I use source code to build a library? I'd
appreciate if you could provide a procedure.

3. How to distribute it? Must it be with runtime libraries?

Thanks,
Joe
_______________________________________________
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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>sword9</dc:creator>
    <dc:date>2012-05-18T08:05:06</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56364">
    <title>Linking to SDL2 in Ubuntu 10</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56364</link>
    <description>&lt;pre&gt;Here is my makefile:

CC=g++


So, everything compiles fine except, I get a pile of Undefined reference
SDL_*

sdl2-config --libsd --cflags gives me this output (which appears to be
correct):

-L/usr/local/lib -Wl,-rpath,/usr/local/lib -lSDL2 -lpthread


Any ideas?  I haven't played with SDL2 on Ubuntu before (only mingw and
msvc++)
-Alex
_______________________________________________
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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
&lt;/pre&gt;</description>
    <dc:creator>Alex Barry</dc:creator>
    <dc:date>2012-05-17T17:42:29</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56363">
    <title>[patch] SDL1.2/1.3 fix for PS3 SixAxis and other joysticks</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56363</link>
    <description>&lt;pre&gt;   The Linux joystick driver enumerates all axes up to ABS_MISC but
accepts input for all axes up to ABS_MAX. This causes all axes after
ABS_MISC to be remapped to axis 0, because the abs_map table is
initialised to zero. In practice this makes joysticks such as the PS3
SixAxis gamepad almost unusable.

   As a simple fix I suggest replacing ABS_MISC with ABS_MAX around line
705 in src/joystick/linux/SDL_sysjoystick.c so that all axes including
the accelerometer ones are available.

Cheers,
&lt;/pre&gt;</description>
    <dc:creator>Sam Hocevar</dc:creator>
    <dc:date>2012-05-17T14:59:43</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56355">
    <title>(Off Topic) Recommendations for messaging between processes ?</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56355</link>
    <description>&lt;pre&gt;Hello, I have been writing a game engine for to teach myself about SDL
for quite a while now. The engine has reached a level of complexity
that I feel it would be beneficial to have a external debugging
program to aid in development. More precisely I would like to be able
to pause/unpause the game and track objects [and their variables]
without too much extra coding effort.

I'll probably be writing the debugging application in python, but
thats not terribly relevant to the question. My question is how should
implement inter-process communications ? What libraries could I use to
achieve communication in-between two programs quickly and painlessly ?
(SDL_Net, Sockets, D-Bus, etc ...) Development is almost exclusively
on Linux so I don't care if it would break cross platform
compatibility.

If anyone has some words of wisdom it would be greatly appreciated.

&lt;/pre&gt;</description>
    <dc:creator>Jason White</dc:creator>
    <dc:date>2012-05-16T00:56:08</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56340">
    <title>SDL 2.0 Surface to OpenGL Texture</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56340</link>
    <description>&lt;pre&gt;I know this has been done over and over on the mailing list, and if this is
a more appropriate question for OpenGL, I'll ask over at gamedev.

So, here is my relevant code:

SDL_Surface* newSurface = SDL_CreateRGBSurface(


And here is hope I'm displaying it:

glBegin( GL_QUADS );


All I'm getting is a white box, meanwhile the surfaces I've converting to
opengl textures are text strings using SDL_ttf, and they are giving valid
surfaces.

Also, here is the relevant OpenGL setup code:

glClearColor( 0, 0, 0, 0 );


 Any help would be appreciated,
-Alex
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&lt;/pre&gt;</description>
    <dc:creator>Alex Barry</dc:creator>
    <dc:date>2012-05-15T04:29:42</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56339">
    <title>SDL_mixer: loop support in mod file is broken</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56339</link>
    <description>&lt;pre&gt;Hi list,

When playing a mod file using Mix_PlayMusic, the loops of the mod file
are ignored, resulting in the music being played incorrectly.

This has been discussed in this forum entry (there is a workaround provided):
http://forums.libsdl.org/viewtopic.php?t=7160

This is due to the 'Jump to order' command being ignored while the
file is being played.
http://www.milkytracker.org/docs/MilkyTracker.html#fxBxx

In my particular case,  my game uses a mod file containing multiple music loops.
Music loops are switched dynamically by the game using
Mix_SetMusicPosition(position), which has the particular behaviour of
setting the pattern being played in the case of a mod file.
Having SDL_mixer ignoring the 'Jump' commands totally breaks the
playback of the music in my case.

The reason for mod playback not supporting loops is that this has been
explicitely disabled in the MOD_new_RW() function of the music_mod.c
file, with the line:
module-&amp;gt;loop    = 0; (see source code below)

Is there any reason for this? I cannot imagine why anyone would have
loop commands in mod files ignored by default.
(I didn't notice this problem earlier, because before ubuntu 12.04,
the binary SDL packages provided with ubuntu didn't exhibit this
behaviour... Maybe someone had patched it downstream?)

Thanks,
Florent

/* Load a MOD stream from an SDL_RWops object */
MODULE *MOD_new_RW(SDL_RWops *rw, int freerw)
{
MODULE *module;

/* Make sure the mikmod library is loaded */
if ( !Mix_Init(MIX_INIT_MOD) ) {
if ( freerw ) {
SDL_RWclose(rw);
}
return NULL;
}

module = MikMod_LoadSongRW(rw,64);
if (!module) {
Mix_SetError("%s", mikmod.MikMod_strerror(*mikmod.MikMod_errno));
if ( freerw ) {
SDL_RWclose(rw);
}
return NULL;
}

/* Stop implicit looping, fade out and other flags. */
module-&amp;gt;extspd  = 1;
module-&amp;gt;panflag = 1;
module-&amp;gt;wrap    = 0;
module-&amp;gt;loop    = 0;
#if 0 /* Don't set fade out by default - unfortunately there's no real way
to query the status of the song or set trigger actions.  Hum. */
module-&amp;gt;fadeout = 1;
#endif

if ( freerw ) {
SDL_RWclose(rw);
}
return module;
}
&lt;/pre&gt;</description>
    <dc:creator>florent boudet</dc:creator>
    <dc:date>2012-05-15T00:18:51</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56337">
    <title>Win 7 Multitouch SDL</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56337</link>
    <description>&lt;pre&gt;I was wondering if the situation has changed in SDL with regards to touchon W7:
http://www.libsdl.org/tmp/SDL/README.touch

I am currently lined up to add support for multitouch into Blender for
Google Summer of Code, and based on the development interest in SDL I was
hoping I might be able to implement touch through it.

I can test for Wacom (Atmel) and possibly N-trig multitouch devices, for
both Windows 7 and Linux if given instructions.

Nicholas Rishel
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&lt;/pre&gt;</description>
    <dc:creator>Nicholas Rishel</dc:creator>
    <dc:date>2012-05-14T22:15:34</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56331">
    <title>SDL_BlitScaled problems</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56331</link>
    <description>&lt;pre&gt;Using the latest SDL 2 repository pull.

I'm having some problems with scaled blitting.  I've got an 8-bit, paletted surface, and I'm creating another surface with the same pixel format and the same palette, but twice as large in both dimensions.  I want to blit the old image onto the new one to scale it up.

It's been quite a hassle getting that to work in the first place, since for some inexplicable reason SDL_LowerBlitScaled doesn't seem to like paletted images and redirects me to SDL_LowerBlit instead, but without anything having set up the proper flags for SDL_LowerBlit to work, so what I end up with is no blit taking place because SDL_MapSurface can't find anything that matches the flags.

So I ended up calling SDL_SoftStretch instead, which works just fine... until I tried to composite a second image over the top of it.  It did the stretch-blit but it didn't respect the colorkey, so instead of compositing, I got the second image and that's all.

So how do I get a scaled blit that composites properly?  (And no, turning it into textures and using OpenGL is not acceptable for what I'm trying to do here.  I'm doing image manipulation and I need to be able to save the result.)


Mason
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&lt;/pre&gt;</description>
    <dc:creator>Mason Wheeler</dc:creator>
    <dc:date>2012-05-12T16:28:09</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56328">
    <title>SDL-2.0: Cannot create window</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56328</link>
    <description>&lt;pre&gt;On a linux machine with Mesa 7.11 installed I just did a fresh checkout of SDL-2.0 from HG.

Ran autogen.sh, configure, and make, sudo make install

I go into tests and do the same.

When I try to run the tests I'm getting this:


Code:
$ ./testgles
Couldn't create window: 



So just for a quick check I fire up glx gears and it runs fine.

I go and check some of my other gles programs and they're getting the same error.

Did I need to do some special configure options to get SDL and GLES to play nice?

.




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&lt;/pre&gt;</description>
    <dc:creator>greno</dc:creator>
    <dc:date>2012-05-12T04:34:56</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56324">
    <title>SDL-2.0: HG configure: error</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56324</link>
    <description>&lt;pre&gt;When we're checking out SDL-2.0 from HG it would be nice if we could not have this error about generated header files.


Code:
configure: error: 
*** When building from Mercurial you should configure and build in a
    separate directory so you don't clobber SDL_config.h, SDL_revision.h



Generated files generally should not be checked into the VCS.


Right now I have to hack the configure to allow the build.

.




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&lt;/pre&gt;</description>
    <dc:creator>greno</dc:creator>
    <dc:date>2012-05-11T22:37:14</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56317">
    <title>SDL_fillrect.c: don't redetect CPU features</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56317</link>
    <description>&lt;pre&gt;In SIMD-enabled implementations, SDL_FillRect() checks the CPU
features (SDL_HasMMX() / SDL_HasSSE()) every time (which in turn
checks if the CPU features have been detected first, and performs a
detection if necessary) and then branches to the appropriate function.
This is adds a bit of extra overhead that could be otherwise avoided
by the use of function pointers.

This patch adds a table of 4 function pointers in SIMD-enabled builds
that are used instead. When first called, the function pointer directs
to a detection routine that detects the best version, saves that
pointer, then executes it. This removes the extra branch that
typically occurs in code, such as "if(firstTime) setupPointers()",
instead replacing it with a detect-then-execute function.

This is multithread-safe, since at no time does executing a function
pointer produce incorrect results, and two threads executing the
detection at the same time will save the same function pointer into
the same location, guaranteeing identical results as the
single-threaded case.

In non-SIMD-enabled builds, there is no function pointer table, and so
there is no overhead of function pointers. Similarly, since
SDL_FillRect3() has no optimized version on any platform, it doesn't
call through function pointer, though the code is set up for a drop-in
implementation.

This was written against SDL2-hg, but it seems like it should apply to
SDL-1.2 as well.

Patrick
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&lt;/pre&gt;</description>
    <dc:creator>Patrick Baggett</dc:creator>
    <dc:date>2012-05-10T23:00:32</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.lib.sdl/56313">
    <title>Box2D</title>
    <link>http://comments.gmane.org/gmane.comp.lib.sdl/56313</link>
    <description>&lt;pre&gt;I want to use box2d with SDL.can someone give me an example?
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&lt;/pre&gt;</description>
    <dc:creator>Olga Keskin</dc:creator>
    <dc:date>2012-05-10T21:06:43</dc:date>
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