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alarantalara@gmail.com 2011-12-19 20:43:13 PST On little endian systems using the Quartz code, an unusual set of RBGA masks is used when using the windowed video mode. This set is not taken into account in SDL_DisplayFormatAlpha and so it converts the supplied surface to a format that does not match the video surface, preventing fast blitting. This was observed in recent builds of Battle for Wesnoth when SDL was updated to cover the problem when switching to full screen in Lion (https://gna.org/bugs/?18319). You can observe the performance issue if you download Wesnoth 1.9.13 for OS X at http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.13/Wesnoth_1.9.13.dmg/download and replace the included SDL library with any build of SDL 1.2.14 or later. (I have already patched the included version, so the problem is not observable without replacement.) A patch resolving the issue is attached. --HG-- branch : SDL-1.2 |
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acinclude | ||
build-scripts | ||
docs | ||
include | ||
src | ||
test | ||
VisualC | ||
VisualCE | ||
Xcode | ||
.hgignore | ||
autogen.sh | ||
Borland.html | ||
Borland.zip | ||
BUGS | ||
configure.in | ||
COPYING | ||
CREDITS | ||
CWprojects.sea.bin | ||
docs.html | ||
INSTALL | ||
Makefile.dc | ||
Makefile.ds | ||
Makefile.in | ||
Makefile.minimal | ||
MPWmake.sea.bin | ||
README | ||
README-SDL.txt | ||
README.AmigaOS | ||
README.BeOS | ||
README.DC | ||
README.HG | ||
README.MacOS | ||
README.MacOSX | ||
README.MiNT | ||
README.NanoX | ||
README.NDS | ||
README.OS2 | ||
README.PicoGUI | ||
README.Porting | ||
README.PS3 | ||
README.QNX | ||
README.Qtopia | ||
README.RISCOS | ||
README.Symbian | ||
README.Watcom | ||
README.WinCE | ||
README.wscons | ||
sdl-config.in | ||
sdl.m4 | ||
sdl.pc.in | ||
SDL.qpg.in | ||
SDL.spec.in | ||
symbian.zip | ||
TODO | ||
VisualC.html | ||
Watcom-OS2.zip | ||
Watcom-Win32.zip | ||
WhatsNew |
Simple DirectMedia Layer (SDL) Version 1.2 --- http://www.libsdl.org/ This is the Simple DirectMedia Layer, a general API that provides low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D framebuffer across multiple platforms. The current version supports Linux, Windows CE/95/98/ME/XP/Vista, BeOS, MacOS Classic, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS, Nintendo DS, and OS/2, but these are not officially supported. SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, Pike, Pliant, Python, Ruby, and Smalltalk. This library is distributed under GNU LGPL version 2, which can be found in the file "COPYING". This license allows you to use SDL freely in commercial programs as long as you link with the dynamic library. The best way to learn how to use SDL is to check out the header files in the "include" subdirectory and the programs in the "test" subdirectory. The header files and test programs are well commented and always up to date. More documentation is available in HTML format in "docs/index.html", and a documentation wiki is available online at: http://www.libsdl.org/cgi/docwiki.cgi The test programs in the "test" subdirectory are in the public domain. Frequently asked questions are answered online: http://www.libsdl.org/faq.php If you need help with the library, or just want to discuss SDL related issues, you can join the developers mailing list: http://www.libsdl.org/mailing-list.php Enjoy! Sam Lantinga (slouken@libsdl.org)