Mercurial > sdl-ios-xcode
view README.MacOS @ 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 | 37e3ca9254c7 |
children |
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============================================================================== Using the Simple DirectMedia Layer with MacOS 7,8,9 on PPC ============================================================================== These instructions are for people using the Apple MPW environment: http://developer.apple.com/tools/mpw-tools/ CodeWarrior projects are available in the CWprojects directory. ============================================================================== I. Building the Simple DirectMedia Layer libraries: (This step isn't necessary if you have the SDL binary distribution) First, unpack the MPWmake.sea.hqx archive and move SDL.make into the SDL directory. Start MPW Set the current directory within MPW to the SDL toplevel directory. Build "SDL" (Type Command-B and enter "SDL" in the dialog) If everything compiles successfully, you now have the PPC libraries "SDL" and "SDLmain.o" in the 'lib' subdirectory. ============================================================================== II. Building the Simple DirectMedia Layer test programs: First, unpack the MPWmake.sea.hqx archive, move the new rsrc directory to the main SDL directory, and move the makefiles in the new test subdirectory to the SDL 'test' subdirectory. Start MPW Set the current directory within MPW to the SDL 'test' subdirectory. Build the programs that have an associated MPW makefile (file ending with .make), including "testwin", "testalpha", and "graywin". Copy the SDL library file into the test directory, and run! ============================================================================== III. Building the Simple DirectMedia Layer demo programs: Copy one of the test program Makefiles to the demo directory and modify it to match the sources in the demo. ============================================================================== IV. Enjoy! :) If you have a project you'd like me to know about, or want to ask questions, go ahead and join the SDL developer's mailing list by sending e-mail to: sdl-request@libsdl.org and put "subscribe" into the subject of the message. Or alternatively you can use the web interface: http://www.libsdl.org/mailman/listinfo/sdl ==============================================================================