SDL_Flip should work, see the examples in tests/ for stuff known to work
for sure.

Are you using emscripten_set_main_loop to run an asyncronous main loop?

If it's not that, try to add some debug printouts about the pixel data you
are sending, to make sure it is valid.

- Alon




On Tue, Feb 25, 2014 at 6:18 AM, colombian developers
<[email protected]>wrote:

> i am porting Yeti3D in Emscripten .. but not render nothing in canvas????
>
> my emscripten porting...
>
> https://drive.google.com/file/d/0B9kSzw-XTJHNUURFUkNPTGV3MUE/edit?usp=sharing
>
>
>
> the same code render OK on Windows with SDL
>
>
> whats wrong with my SDL code .. is not compatible?
>
> thanks...
>
>
> *there render code...*
>
> ====================================
>
>
>
> int myticks=30;
>
>
> void sdl3d_flip()
> {
> int currentTick;
> int waitTicks;
>
> currentTick=  myticks++;//SDL_GetTicks();
>
> oldTick += YETI_VIEWPORT_INTERVAL;
> waitTicks = (oldTick + (YETI_VIEWPORT_INTERVAL)) - currentTick;
> oldTick = currentTick;
>
> /* Only loop through the game loop and draw if enough
>    time has passed since the last frame.
>    The viewport_to_video function takes the frame we've drawm to
>    our 15-bpp 'framebuffer' in memory, converts it to 16-bit,
>    and throws it onto our actual video surface.  Look at yeti.c
>    to see what is going on under the hood here. */
> //if(waitTicks>0)
> //{
> // SDL_Delay(waitTicks);
> //}
>
> game_loop(&yeti);
>
>     pixel_buffer_draw(yeti.viewport.back, (rgb555_t*)screen->pixels,
> screen->pitch, &pixel_converter);
>
> //viewport_to_video( (rgb555_t*)screen->pixels, screen->pitch,
> &yeti.viewport, 0xf800, 0x07e0, 0x001f);
> #ifdef GP2X
>     //flush_uppermem_cache(&screen->pixels, &screen->pixels + 320*240, 0);
>     // Squidgehack
> #endif
>
> SDL_Flip(screen);
>
> }
>
>
>
>
>
>
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