Timeline for SDL blitting multiple surfaces at once
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Oct 22, 2012 at 21:06 | history | tweeted | twitter.com/#!/StackGameDev/status/260487300474105858 | ||
Oct 22, 2012 at 18:49 | vote | accept | n s | ||
Oct 22, 2012 at 18:46 | answer | added | Asakeron | timeline score: 8 | |
Oct 22, 2012 at 18:42 | comment | added | n s | @Asakeron That was it! I didn't expect where to be modified. You should make your comment an answer! | |
Oct 22, 2012 at 18:39 | comment | added | Asakeron | The SDL documentation says that SDL_BlitSurface saves the final rectangle to dstrect after blitting. Have you tried reseting the where variable after each blit? | |
Oct 22, 2012 at 18:23 | history | edited | n s | CC BY-SA 3.0 |
added screenshot
|
Oct 22, 2012 at 18:17 | history | edited | n s | CC BY-SA 3.0 |
added screenshot
|
Oct 22, 2012 at 18:10 | comment | added | n s | @ZackTheHuman They are partially offscreen, since the screen is only 300x175 and the map chunks are 512x512. I thought that may have been the problem at first, but whether they are onscreen or not seems to be irrelevant to whether it is rendering correctly or not. I can upload a screenshot to help illustrate the problem. | |
Oct 22, 2012 at 18:07 | comment | added | Zack The Human | Are you sure that your calculated X values position the image in the visible area of the screen? | |
Oct 22, 2012 at 17:46 | history | asked | n s | CC BY-SA 3.0 |