On Sun, Feb 15, 2009 at 9:59 PM, Ingo Ruhnke <grum...@gmail.com> wrote:
I would assume it is a bug or shortcoming of SDL on OSX, given that the same code runs fine on Linux and Windows but fails on both PPC and Intel Macs. > Hardware accelerated surface might have disappeared and require a > reupload (happens when switching between fullscreen and window mode on > Windows, no idea about MacOSX). This should lead to a different return > value of SDL_BlitSurface(). I might have to add some debug info about the properties of the screen surface we actually get on OSX and compare that with Linux/Win32. > Something setup wrong with SDL_SetAlpha() that causes the surface to > be all transparent. > > Something with big/little endian, in case a PPC is involved. > > Something that causes the drawing to happen in the wrong order (no > idea if your code does any of that). I would exclude all those, because with the workaround the actual rendering pipeline doesn't change. The difference is that we use a separate surface to assemble the frame, but it runs through the same code otherwise. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel