Alexander Hirsch 2012-08-25 20:01:29 PDT
When creating a SDL_Texture with unsupported format (I'll now refer to it as
texture A), SDL_CreateTexture will call SDL_CreateTexture again with
GetClosestSupportedFormat to set texture->native (which I will now refer to as
texture B).
This causes texture B to be put before A in renderer->textures.
If texture A is explicitly destroyed, everything is fine. Otherwise, upon
SDL_DestroyRenderer, the loop will first encounter texture B, destroy it, then
texture A, destroy that which will want to destroy texture->native and since it
is already destroyed set an error.
The solution could be as simple as swapping texture A with B after
texture->native gets set in SDL_CreateTextures.
Martin Gerhardy 2012-08-27 02:42:25 PDT
I've extended the gl error checks.
This is needed because on my system there are errors in the renderer that are
hard to find.
Also glError can return multiple errors. Even if SDL_SetError would only
contain the last one of course, the SDL log facilities are able to get the
output for each error.
Philip Taylor 2012-02-15 10:43:47 PST
render/nds/SDL_libgl2D.c unconditionally includes NDS-only code. SDL's
Android.mk compiles source files matching
$(wildcard $(LOCAL_PATH)/src/render/*/*.c)
which includes that file, causing build errors when running ndk-build.
Frank Zago
This patch updates the DS port:
- do not use the now removed compat layer.
- integrate parts of libgl2D since I got permission from the author, and thus
removed an external dependancy,
- a few bugs fixes.
Now, the textures should be completely supported, except reading from them
which doesn't makes sense to have on the DS. Sound is still not supported.
If someone else wants to work on the missing pieces, feel free.
Dimitris Zenios Date: 2012-02-06 15:12:37 GMT
Hi gus there is a bug when using software renderer and the window
surface gets destroyed (Fullscreen and back).The solution is easy
From Gabriel Jacobo:
What I did notice is that calling
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &value); doesn't produce any
result in Android GLES1.1 if the active framebuffer is the default one, ie,
whatever is in value stays unmodified.