Reset the viewport when we reset the other D3D state.
From Sythical: Hello, I've created a simple SDL2 application which draws a texture on the screen. The problem I'm having is that if I launch another program which loads the UAC popup or if I lock my PC and then login again, the application stops drawing the texture. I tried adding SDL_Delay(10000) after SDL_RenderPresent(renderer). This made the texture stay on the screen for a little bit but the texture wasn't drawn again after the delay. Here's my code: #include "SDL.h" int main(int argc, char *argv[]) { SDL_Renderer *renderer; SDL_Window *window; SDL_Surface *surface; SDL_Texture *rect_texture; SDL_Event main_event; SDL_Rect rect_data; int enable_vsync = 1; if(SDL_Init(SDL_INIT_VIDEO) < 0) return 1; window = SDL_CreateWindow("SDL2 Application", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600, SDL_WINDOW_RESIZABLE); renderer = SDL_CreateRenderer(window, -1, enable_vsync ? SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC : SDL_RENDERER_ACCELERATED); SDL_SetRenderDrawColor(renderer, 20, 20, 30, 255); surface = SDL_LoadBMP("icon.bmp"); rect_texture = SDL_CreateTextureFromSurface(renderer, surface); rect_data.w = 32; rect_data.h = 32; rect_data.x = 300; rect_data.y = 300; while(main_event.type != SDL_QUIT) { SDL_PollEvent(&main_event); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, rect_texture, NULL, &rect_data); SDL_RenderPresent(renderer); } SDL_DestroyTexture(rect_texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }
This commit is contained in:
parent
cdcee9a581
commit
89c3ac1eab
1 changed files with 1 additions and 1 deletions
|
@ -424,6 +424,7 @@ D3D_Reset(SDL_Renderer * renderer)
|
|||
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
|
||||
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
|
||||
SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
|
||||
D3D_UpdateViewport(renderer);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -449,7 +450,6 @@ D3D_ActivateRenderer(SDL_Renderer * renderer)
|
|||
if (D3D_Reset(renderer) < 0) {
|
||||
return -1;
|
||||
}
|
||||
D3D_UpdateViewport(renderer);
|
||||
|
||||
data->updateSize = SDL_FALSE;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue