Mercurial > sdl-ios-xcode
view docs/man3/SDL_MapRGBA.3 @ 852:2651b6b43840
Quartz fix:
ut2004 makes a 2D window for the splash screen, which sets the screen
surface's pixels field. Then we tear down that video mode and create a GL
context, and the Quartz target isn't resetting the pixels field to NULL.
When you just create a GL window, the structure is memset'd to zero the
first time through, so unless you hit ut2004's codepath, you won't see the
bug. :)
Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a
warning about a bogus free() to stderr, but it doesn't actually crash. All we
need to do is explicitly initialize the current->pixels field.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Tue, 24 Feb 2004 06:53:22 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_MapRGBA" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_MapRGBA\- Map a RGBA color value to a pixel format\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBUint32 \fBSDL_MapRGBA\fP\fR(\fBSDL_PixelFormat *fmt, Uint8 r, Uint8 g, Uint8 b, Uint8 a\fR); .SH "DESCRIPTION" .PP Maps the RGBA color value to the specified pixel format and returns the pixel value as a 32-bit int\&. .PP If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned\&. .PP If the specified pixel format has no alpha component the alpha value will be ignored (as it will be in formats with a palette)\&. .SH "RETURN VALUE" .PP A pixel value best approximating the given RGBA color value for a given pixel format\&. If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored (e\&.g\&., with a 16-bpp format the return value can be assigned to a \fBUint16\fP, and similarly a \fBUint8\fP for an 8-bpp format)\&. .SH "SEE ALSO" .PP \fISDL_GetRGB\fR, \fISDL_GetRGBA\fR, \fISDL_MapRGB\fR, \fISDL_PixelFormat\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01