Author Topic: SDL2 - SDL_RenderCopyEx  (Read 2472 times)

kvanderlaag (OP)

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SDL2 - SDL_RenderCopyEx
« on: December 27, 2015, 12:44:25 am »
I've been working on a game loosely derivative of Atari Tank (think more like Wii Play Tanks, though, with the multiplayer aspect) and since I picked up a GCW Zero at PAX 2013, have been toying with the idea of porting it to the GCW Zero. In building for the Zero, though, I was surprised to find that none of my sprite rotations work: although collisions respect the new orientation, the sprite still renders at 0 degrees.

I had been using SDL_RenderCopyEx() to achieve rotation/flipping in rendering. Am I correct in assuming that the GCW Zero's build of SDL does not support this function? It seems like it's just falling back on SDL_RenderCopy and ignoring the extra arguments. If so, is this because of an OpenGL limitation of the GCW Zero?

Just thought I'd ask.

Harteex

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Re: SDL2 - SDL_RenderCopyEx
« Reply #1 on: December 29, 2015, 03:52:00 pm »
I've had success previously with rotation
Code: [Select]
SDL_RenderCopyEx(renderer, texture, clip, &coords, angle, NULL, SDL_FLIP_NONE);
Haven't tested in quite a long while now though.

EDIT: I think at least, I'm not sure in what state I ran it on the zero last though.
« Last Edit: December 29, 2015, 03:54:39 pm by Harteex »

Harteex

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Re: SDL2 - SDL_RenderCopyEx
« Reply #2 on: December 29, 2015, 07:49:17 pm »
I just tested it myself, and indeed it does not work.
I thought it had worked at some point, but I'm no longer sure about that.

Don't really know why, all I know is that I've had other problems too with SDL2 + etnaviv on the zero (render to texture does not work).

kvanderlaag (OP)

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Re: SDL2 - SDL_RenderCopyEx
« Reply #3 on: January 04, 2016, 06:31:11 pm »
Dang, render rotation and render to texture are basically my only two tricks.

Alright, time to see what's what about porting this stuff.

Thanks for the confirmation!

 

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