![]() |
2.0 indexed-color Surfaces, how to? | ![]() |
![]() |
2.0 indexed-color Surfaces, how to? | ![]() |
Sam Lantinga
![]() |
![]() |
This sounds like a bug. Can you report it on bugzilla.libsdl.org and include a simple test case (with images?)
Thanks! On Thu, Jun 26, 2014 at 8:55 AM, Maury Markowitz wrote:
|
||||||||||||
|
![]() |
Re: 2.0 indexed-color Surfaces, how to? | ![]() |
Maury Markowitz
![]() |
![]() |
Done... but I'm not sure this isn't just something in my code. Do you have a Mac to test on? |
||||||||||||
|
![]() |
2.0 indexed-color Surfaces, how to? | ![]() |
Sam Lantinga
![]() |
![]() |
Yup! Â If you provide a minimal example with the bug report, I'll be happy to check it out.
On Mon, Jul 7, 2014 at 1:08 PM, Maury Markowitz wrote:
|
||||||||||||
|
![]() |
2.0 indexed-color Surfaces, how to? | ![]() |
Sam Lantinga
![]() |
![]() |
Oh, this is an easy fix. You want to create your texture with SDL_TEXTUREACCESS_STREAMING. None of the renderers currently support 8 bit textures, and the texture upload code assumes you're uploading in the format of the texture. So, you just need to convert from 8-bit to 32-bit right before the texture update. The easiest way to do this is to do a blit from your 8 bit surface to a 32-bit surface and then upload from that.
On Thu, Jun 26, 2014 at 8:55 AM, Maury Markowitz wrote:
|
||||||||||||
|