view docs/man3/SDL_SetGamma.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
line wrap: on
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.TH "SDL_SetGamma" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_SetGamma\- Sets the color gamma function for the display
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBint \fBSDL_SetGamma\fP\fR(\fBfloat redgamma, float greengamma, float bluegamma\fR);
.SH "DESCRIPTION"
.PP
Sets the "gamma function" for the display of each color component\&. Gamma controls the brightness/contrast of colors displayed on the screen\&. A gamma value of 1\&.0 is identity (i\&.e\&., no adjustment is made)\&.
.PP
This function adjusts the gamma based on the "gamma function" parameter, you can directly specify lookup tables for gamma adjustment with \fISDL_SetGammaRamp\fR\&.
.PP
Not all display hardware is able to change gamma\&.
.SH "RETURN VALUE"
.PP
Returns -1 on error (or if gamma adjustment is not supported)\&.
.SH "SEE ALSO"
.PP
\fISDL_GetGammaRamp\fR \fISDL_SetGammaRamp\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01