![]() |
SDL2.0 Android problem with SDL_LoadBMP | ![]() |
![]() |
![]() |
theGiallo
![]() |
![]() |
Have you tried with another image? What's exactly the problem? I've used SDL_LoadBMP successfully on Android, you can try if it works on your phone http://thegiallo.itch.io/space-master
|
||||||||||
|
![]() |
![]() |
theGiallo
![]() |
![]() |
Oh, I'm using SDL 2.0.4-49174 from HG on Android.
|
||||||||||
|
![]() |
SDL2.0 Android problem with SDL_LoadBMP | ![]() |
Eric Wing
Guest
![]() |
![]() |
On 2/16/15, sweetcare wrote:
I might be off, but this sounds like a pixel format quality issue. Android used to prefer RGB 565 for RAM and performance. I don't know what SDL's defaults are on Android (or iOS incidentally). I'm not sure if/what SDL's mechanism is to control this, but my guess is to try setting things to 888 with SDL_GL_SetAttribute. https://wiki.libsdl.org/SDL_GL_SetAttribute -Eric -- Beginning iPhone Games Development http://playcontrol.net/iphonegamebook/ _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
||||||||||||
|