I\'m trying to load an image file and use it as a texture for a cube. I\'m using SDL_image to do that.
I have a general function that is supposed to handle any event in the SDL event queue. So far, the function looks like this:
Is the callba开发者_运维问答ck function in SDL_Audio_Spec called SDLAudio_Spec.freq times a second?No, it is only called enough times to output SDLAudioSpec.freq samples per second. How many times it
I have a waveform 64 samples long. If the sampling rate is 44100 hz, how can I play(loop) this waveform so that it plays arbitrary frequencies?
I\'m thinking about whether or not to try out SDL as an alternative to DirectX, seems I only create 2D games, however I can\'t find anywhere if SDL is required to be installed on the end users compute
im currently using the SDL-devel-1.2.13-mingw32 library in co开发者_StackOverflow中文版de blocks 8.02. with the mingw 5.1.6 installed separately on C:\\ this program compiles and runs with no errors b
I\'m trying to build a (simple) game engine using c++, SDL and OpenGL but I can\'t seem to figure out the next step. This is what I have so far...
Are there any facilities in SDL or C++ that allow you to read image files in from a folder without specifying their name, like reading them in sequential order, etc.? If not are there any techniques y
Closed. This question is not reproducible or was caused by typos. It is not currently accepting answers.
I don\'t understand why when I run the program nothing happens (no windows or cout): .\\src\\main.cpp :