Mercurial > sdl-ios-xcode
view README.AmigaOS @ 876:9e84d106ec19
(Said Max Horn on the SDL mailing list...)
Hi folks,
based on Eric Wing's patch, I created the attached patch which fixes
the OpenGL coordinate inversion bug in SDL. It works fine over here on
10.3 with Ryan's test program (which I also attached).
There is another change in it: I removed the "- 1" in the two lines
using CGDisplayPixelsHigh()... while I understand from a logical point
of view why they *should* be correct, I checked the actual values
computed that way, and they were off-by-one. After removing the " - 1",
the returned mouse coordinates are correct. I checked this by moving
the mouse to the screen top/bottom in fullscreen mode, BTW. With the
change, the proper values 0 and 479 are returned (in 640x480 mode).
Sam, you may still want to test on 10.1, it's very simple using Ryan's
minimal test code :-)
Cheers,
Max
(Here is the reproduction case for revision history's sake...)
/*
* To compile:
* gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL
*
* --ryan.
*/
#include <stdio.h>
#include "SDL.h"
#include "SDL_opengl.h"
int main(int argc, char **argv)
{
Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */;
SDL_Surface *screen;
SDL_Event event;
int done = 0;
GLfloat ratio;
SDL_Init(SDL_INIT_VIDEO);
SDL_ShowCursor(0);
if ((argv[1]) && (strcmp(argv[1], "--grab") == 0))
SDL_WM_GrabInput(SDL_GRAB_ON);
screen = SDL_SetVideoMode(640, 480, 0, flags);
if (!screen)
return(42);
ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 1.0f );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glViewport( 0, 0, screen->w, screen->h);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapBuffers();
// eh, close enough.
#define MAX_X 6.12
#define MAX_Y 4.50
while (!done)
{
int x, y;
GLfloat glx, gly;
if (!SDL_WaitEvent(&event))
break;
switch (event.type)
{
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_ESCAPE)
done = 1;
break;
}
SDL_GetMouseState(&x, &y);
glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X;
gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(glx,-gly,-6.0f);
glBegin(GL_TRIANGLES);
glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f);
glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f);
glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f);
glEnd();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return(0);
}
/* end of test.c ... */
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 22 Mar 2004 09:38:20 +0000 |
parents | 75a95f82bc1f |
children | 6d2e1961661a |
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This is the porting of 1.2.0 version of SDL (the latest stable one) to AmigaOS/68k. All the bugs known of the past version have been corrected. And I've added all the new SDL features. This version of SDL needs Cybergraphx V3 (r69+) or CyberGraphX V4 and AHI v3+. Probably it works also with P96 or CGXAga, but it's untested. This version is available as linked library for SAS/C and GCC, only 68k this time, a powerup (ppcemu compatible) and a morphos version will be ready quite soon (i hope). Implemented: - 8/16/24/32bit video modes, both fullscreen and windowed. - Hardware surfaces. - CGX blitting acceleration. - CGX colorkey blitting acceleration. - AHI audio (8/16 bit, with any audio format), always uses unit 0 for now. - Thread support (maybe not 100% compatible with other implementations) - Semaphores - Window resizing and backdrop windows (NEW) - Joystick/Joypad support. To do: - CDRom audio playing support - OpenGL (A guy was working on it but I've lost his tracks :( ) The SAS/C library is distributed with debug info attached, to strip debug info simply add STRIPDEBUG argument to the linker. NOTE: SDL includes debug output using kprintf, to disable it add to your project a function like this: void kprintf(char *a,...) { } Otherwise you can redirect the debug to a console window with sushi, sashimi or similar tools (the default output is the internal serial port). For info, support, bugfix and other feel free to mail me: Gabriele Greco (gabriele.greco@aruba.it) You can find also a small SDL Amiga page at: http://ggreco.interfree.it/sdl.html