On Sun, 07 Jun 2009 06:50:30 -0400
domini...@savagesoftware.com.au wrote:
I've narrowed down the surface creation error to the following
block...
{$IFDEF CPUPOWERPC}
tempSurface := SDL_CreateRGBSurfaceFrom( aWordArray, aWidth,
aHeight, 32, aWidth * 4, $FF00, $00FF,
s_w := bbb.Width;
s_h:= bbb.Height;
GetMem( s_data, s_h * s_w * 4 );
ScanLineImage := bbb.CreateIntfImage;
// Copy the data from the bitmap
for j := 0 to s_h - 1 do
begin
row := ScanLineImage.GetDataLineStart( j );
for i := 0 to s_w - 1 do
s_data[ j * s_w + i
I've narrowed it down to not being JEDI-SDL with OpenGL as that works fine
on both Intel and PowerPC.
All that is left is it being the LCL, or more likely my code.
Dominique.
On Thu, 04 Jun 2009 11:28:12 +0200, Marc Weustink
marc.weust...@cuperus.nl
wrote:
domini...@savagesoftware.com.au
It seems like you have texture pixels byte-order problem.
You're trying to use Intel-ordered pixels for PowerPC machine.
Could you make a small sample with the bug reproduced?
thanks,
dmitry
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Hi Dimtry,
I'll try and do so this evening. But the thing is that if I create the GM
project on PowerPC and run it on Intel it looks fine.
So my question is once the bitmap is loaded from HD or a stream, shouldn't
it be identical once it is in memory regardless of if it is on Intel or
PowerPC.