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osx fullscreen sw vs hw
jon
Guest

To set the fullscreen mode in my game I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_HWSURFACE |
SDL_DOUBLEBUF | SDL_FULLSCREEN);

whereas for windowed mode I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_SWSURFACE |
SDL_RESIZABLE);

On windows and linux both fullscreen and windowed mode work fine, but on
osx 10.6 only windowed mode looks fine. In fullscreen mode I get weird
colors: http://www.cs.utah.edu/~rafkind/tmp/paintown/ss.png

Is SDL_SWSURFACE recommended in fullscreen mode? I'm using SDL 1.2.14.
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osx fullscreen sw vs hw
Jonny D


Joined: 12 Sep 2009
Posts: 932
Software surfaces should be fine to use anywhere... and that looks like a fun game.

Jonny D


On Tue, Dec 21, 2010 at 3:18 PM, jon wrote:
Quote:
To set the fullscreen mode in my game I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_HWSURFACE |
SDL_DOUBLEBUF | SDL_FULLSCREEN);

whereas for windowed mode I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_SWSURFACE |
SDL_RESIZABLE);

On windows and linux both fullscreen and windowed mode work fine, but on
osx 10.6 only windowed mode looks fine. In fullscreen mode I get weird
colors: http://www.cs.utah.edu/~rafkind/tmp/paintown/ss.png

Is SDL_SWSURFACE recommended in fullscreen mode? I'm using SDL 1.2.14.
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osx fullscreen sw vs hw
Patrice Mandin
Guest

Le Tue, 21 Dec 2010 13:18:00 -0700
jon a écrit:

Quote:
To set the fullscreen mode in my game I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_HWSURFACE |
SDL_DOUBLEBUF | SDL_FULLSCREEN);

whereas for windowed mode I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_SWSURFACE |
SDL_RESIZABLE);

On windows and linux both fullscreen and windowed mode work fine, but on
osx 10.6 only windowed mode looks fine. In fullscreen mode I get weird
colors: http://www.cs.utah.edu/~rafkind/tmp/paintown/ss.png

Most likely you got a different organization for R,G,B,A storage in the
SDL_Surface.

Compare the values of the pixel format for the screen
SDL_Surface->format between fullscreen and windowed mode, and check
your drawings are properly done:
http://wiki.libsdl.org/moin.cgi/SDL_PixelFormat

--
Patrice Mandin
WWW: http://pmandin.atari.org/
Programmeur Linux, Atari
Spécialité: Développement, jeux

"who writes the code, decides"
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osx fullscreen sw vs hw
jon
Guest

On 12/21/2010 02:12 PM, Patrice Mandin wrote:
Quote:
Le Tue, 21 Dec 2010 13:18:00 -0700
jon a écrit:

Quote:
To set the fullscreen mode in my game I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_HWSURFACE |
SDL_DOUBLEBUF | SDL_FULLSCREEN);

whereas for windowed mode I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_SWSURFACE |
SDL_RESIZABLE);

On windows and linux both fullscreen and windowed mode work fine, but on
osx 10.6 only windowed mode looks fine. In fullscreen mode I get weird
colors: http://www.cs.utah.edu/~rafkind/tmp/paintown/ss.png
Most likely you got a different organization for R,G,B,A storage in the
SDL_Surface.

Compare the values of the pixel format for the screen
SDL_Surface->format between fullscreen and windowed mode, and check
your drawings are properly done:
http://wiki.libsdl.org/moin.cgi/SDL_PixelFormat


Seems that in fullscreen mode on osx I get RGB 5-5-5 whereas on every
other system (and windowed osx) I get 5-6-5. I had some routines that
secretly depended on getting 5-6-5 and they broke on the new format. Sigh..

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osx fullscreen sw vs hw
jon
Guest

On 12/22/2010 12:33 AM, jon wrote:
Quote:
On 12/21/2010 02:12 PM, Patrice Mandin wrote:
Quote:
Le Tue, 21 Dec 2010 13:18:00 -0700
jon a écrit:

Quote:
To set the fullscreen mode in my game I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_HWSURFACE |
SDL_DOUBLEBUF | SDL_FULLSCREEN);

whereas for windowed mode I call

screen = SDL_SetVideoMode(width, height, SCREEN_DEPTH, SDL_SWSURFACE |
SDL_RESIZABLE);

On windows and linux both fullscreen and windowed mode work fine, but on
osx 10.6 only windowed mode looks fine. In fullscreen mode I get weird
colors: http://www.cs.utah.edu/~rafkind/tmp/paintown/ss.png
Most likely you got a different organization for R,G,B,A storage in the
SDL_Surface.

Compare the values of the pixel format for the screen
SDL_Surface->format between fullscreen and windowed mode, and check
your drawings are properly done:
http://wiki.libsdl.org/moin.cgi/SDL_PixelFormat

Seems that in fullscreen mode on osx I get RGB 5-5-5 whereas on every
other system (and windowed osx) I get 5-6-5. I had some routines that
secretly depended on getting 5-6-5 and they broke on the new format. Sigh..

I think the solution to this is just to create all my memory bitmaps
with a custom 5-6-5 format, and rely on sdl to do the conversion to
5-5-5 when I blit to the screen. I realize that can be quite slow but
since most platforms give me 5-6-5 and its much easier not to change my
existing code, as well as not having to play fancy tricks when the
screen pixel format changes while the game is running, I think its the
best option.
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