I am calling SDL_LoadBMP(\"duck.bmp\") in a loop ten thousand times. After about the thousandth time, the call fails and SDL_GetError() reports:
Trying to display two images on screen each take up one half of the screen.Here is the code I am using:
I\'m using OpenGL and SDL to create a window in my program. How do I use SDL_ttf with an OpenGL window?
I compiled my SDL app using XCode, and when 开发者_如何学GoI \"Build & Run\", it works fine. But when I click on the .app file outside of XCode, the application crashes after I click the \"Start\"
This subject, as with any optimisation problem, gets hit on a lot, but I just couldn\'t find what I (think) I want.
I\'ve been programming with SDL for a while, and I decide to make a header file to simp开发者_开发知识库lify my coding. Now I have a question; if I pass a function parameter I don\'t want, should I do
I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font load
I read a few tutorials about OpenGL and now I\'m trying to use it with SDL. The thing is that when I use SDL_GL_SwapBuffers() in a while loop the window just freezes. Here\'s some code:
I\'ve got this very simple D program (pk.d): import std.stdio; import SDL; int main(string[] args) { writefln(\"Hello world\");
I am programming an application and linking against SDL and OpenGL.In my code I have the following lines: