On Tue, Jun 21, 2016 at 11:12 PM, Kai Sterker <kai.ster...@gmail.com> wrote:

For now I have just build it the Unix way, so not yet able to through
> together a (preliminary) package. In fact, getting all the required
> dependencies into a standalone distribution might be even more tricky than
> on OSX. I can possibly come up with a script to collect the required dlls,
> but also need to package Python.
>

I'll give this a go next, but most likely it will have to wait until after
my upcoming vacation.



> Most severe right now, however, are crashes when switching the display
> mode. These are in SDL itself, so I'll compile that with debug information
> next and see if it is something Adonthell does wrong, or some issue of SDL
> itself.
>

Turns out this is indeed a bug with SDL, though one with a one line fix.
Mode changing is now also working with my patched version. The underlying
problem is that our standard texture format isn't the one that the SDL
renderers support, so there is some conversion going on behind the scenes.
That leads to the observed issue with the Direct3D backend, when the window
size changes and all textures need to be recreated.

Not sure why we picked SDL_PIXELFORMAT_ABGR8888 as our standard little
endian texture format, when all the renderers natively support
SDL_PIXELFORMAT_ARGB8888. However, that late in the game I am unwilling to
change that. Funny enough, on big endian machines we do use the optimal
format.

If somebody is willing to improve that during my vacation, please feel
free. Should be all pretty much encapsulated in surface.cc, with perhaps
image.cc also affected a little. But as I said, might not be worth the
trouble.


Kai
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