Mercurial > sdl-ios-xcode
view android-project/build.properties @ 5043:da347bfed240
Florian Forster to sdl
in SDL 1.3 (revision 5508 from SVN), the method used to calculate the
bits per pixel from a “int format” differ between “SDL_ListModes” (which
always uses the “SDL_BITSPERPIXEL” macro) and “SDL_PixelFormatEnumTo-
Masks” (which uses either “SDL_BITSPERPIXEL” or “SDL_BYTESPERPIXEL * 8”,
depending on the value of “SDL_BYTESPERPIXEL”).
Because the values are later compared in “SDL_ListModes” this may lead
to some valid video modes not being returned. In my case the only mode
returned by “SDL_GetNumDisplayModes” was dismissed and NULL was
returned. (This led to the calling application sticking its head in the
sand.)
The attached patch copies the method used within “SDL_PixelFormatEnumTo-
Masks” to “SDL_ListModes”. This solved the problem for me though I don't
fully understand the method used by “SDL_PixelFormatEnumToMasks”.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 19 Jan 2011 16:06:47 -0800 |
parents | 91d0085b7560 |
children |
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# This file is used to override default values used by the Ant build system. # # This file must be checked in Version Control Systems, as it is # integral to the build system of your project. # This file is only used by the Ant script. # You can use this to override default values such as # 'source.dir' for the location of your java source folder and # 'out.dir' for the location of your output folder. # You can also use it define how the release builds are signed by declaring # the following properties: # 'key.store' for the location of your keystore and # 'key.alias' for the name of the key to use. # The password will be asked during the build when you use the 'release' target.